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-rw-r--r--OpenSim/Region/Application/OpenSim.cs2
-rw-r--r--OpenSim/Region/Application/OpenSimBase.cs76
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs3
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs217
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs10
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs27
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs66
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/UnackedPacketCollection.cs353
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs31
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs106
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs11
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs25
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs13
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs69
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs8
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs47
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs71
-rw-r--r--OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs10
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/Tests/GridConnectorsTests.cs74
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs17
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs15
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs21
-rw-r--r--OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs19
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs351
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandObject.cs2058
-rw-r--r--OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs2
-rw-r--r--OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs11
-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs7
-rw-r--r--OpenSim/Region/Framework/Interfaces/IDwellModule.cs37
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs3
-rw-r--r--OpenSim/Region/Framework/Interfaces/IInterregionComms.cs8
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISnmpModule.cs27
-rw-r--r--OpenSim/Region/Framework/ModuleLoader.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs26
-rw-r--r--OpenSim/Region/Framework/Scenes/EntityManager.cs79
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs32
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs67
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs223
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs10
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs188
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs29
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1080
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs277
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs550
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs931
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs168
-rw-r--r--OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs10
-rw-r--r--OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs16
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs11
-rw-r--r--OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs3
-rw-r--r--OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs2
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs1421
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs3932
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs375
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs (renamed from OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs)46
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs3859
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs122
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs98
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODECharacter.cs1
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs2
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSPrim.cs2
-rw-r--r--OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs82
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs20
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs1873
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs510
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs53
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs13
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs32
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs1
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs15
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs40
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs28
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs341
83 files changed, 17023 insertions, 3443 deletions
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs
index 6834606..072e4d3 100644
--- a/OpenSim/Region/Application/OpenSim.cs
+++ b/OpenSim/Region/Application/OpenSim.cs
@@ -430,7 +430,7 @@ namespace OpenSim
430 if (alert != null) 430 if (alert != null)
431 presence.ControllingClient.Kick(alert); 431 presence.ControllingClient.Kick(alert);
432 else 432 else
433 presence.ControllingClient.Kick("\nThe OpenSim manager kicked you out.\n"); 433 presence.ControllingClient.Kick("\nYou have been logged out by an administrator.\n");
434 434
435 // ...and close on our side 435 // ...and close on our side
436 presence.Scene.IncomingCloseAgent(presence.UUID); 436 presence.Scene.IncomingCloseAgent(presence.UUID);
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs
index b80d17d..4ef0b1b 100644
--- a/OpenSim/Region/Application/OpenSimBase.cs
+++ b/OpenSim/Region/Application/OpenSimBase.cs
@@ -88,6 +88,10 @@ namespace OpenSim
88 88
89 protected List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>(); 89 protected List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>();
90 90
91 private List<string> m_permsModules;
92
93 private bool m_securePermissionsLoading = true;
94
91 /// <value> 95 /// <value>
92 /// The config information passed into the OpenSimulator region server. 96 /// The config information passed into the OpenSimulator region server.
93 /// </value> 97 /// </value>
@@ -185,6 +189,11 @@ namespace OpenSim
185 CreatePIDFile(pidFile); 189 CreatePIDFile(pidFile);
186 190
187 userStatsURI = startupConfig.GetString("Stats_URI", String.Empty); 191 userStatsURI = startupConfig.GetString("Stats_URI", String.Empty);
192
193 m_securePermissionsLoading = startupConfig.GetBoolean("SecurePermissionsLoading", true);
194
195 string permissionModules = startupConfig.GetString("permissionmodules", "DefaultPermissionsModule");
196 m_permsModules = new List<string>(permissionModules.Split(','));
188 } 197 }
189 198
190 base.StartupSpecific(); 199 base.StartupSpecific();
@@ -342,7 +351,41 @@ namespace OpenSim
342 } 351 }
343 else m_log.Error("[MODULES]: The new RegionModulesController is missing..."); 352 else m_log.Error("[MODULES]: The new RegionModulesController is missing...");
344 353
354 if (m_securePermissionsLoading)
355 {
356 foreach (string s in m_permsModules)
357 {
358 if (!scene.RegionModules.ContainsKey(s))
359 {
360 bool found = false;
361 foreach (IRegionModule m in modules)
362 {
363 if (m.Name == s)
364 {
365 found = true;
366 }
367 }
368 if (!found)
369 {
370 m_log.Fatal("[MODULES]: Required module " + s + " not found.");
371 Environment.Exit(0);
372 }
373 }
374 }
375 }
376
345 scene.SetModuleInterfaces(); 377 scene.SetModuleInterfaces();
378// First Step of bootreport sequence
379 if (scene.SnmpService != null)
380 {
381 scene.SnmpService.ColdStart(1,scene);
382 scene.SnmpService.LinkDown(scene);
383 }
384
385 if (scene.SnmpService != null)
386 {
387 scene.SnmpService.BootInfo("Loading prins", scene);
388 }
346 389
347 // Prims have to be loaded after module configuration since some modules may be invoked during the load 390 // Prims have to be loaded after module configuration since some modules may be invoked during the load
348 scene.LoadPrimsFromStorage(regionInfo.originRegionID); 391 scene.LoadPrimsFromStorage(regionInfo.originRegionID);
@@ -350,6 +393,10 @@ namespace OpenSim
350 // TODO : Try setting resource for region xstats here on scene 393 // TODO : Try setting resource for region xstats here on scene
351 MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo)); 394 MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo));
352 395
396 if (scene.SnmpService != null)
397 {
398 scene.SnmpService.BootInfo("Grid Registration in progress", scene);
399 }
353 try 400 try
354 { 401 {
355 scene.RegisterRegionWithGrid(); 402 scene.RegisterRegionWithGrid();
@@ -358,11 +405,20 @@ namespace OpenSim
358 { 405 {
359 m_log.ErrorFormat("[STARTUP]: Registration of region with grid failed, aborting startup - {0}", e.StackTrace); 406 m_log.ErrorFormat("[STARTUP]: Registration of region with grid failed, aborting startup - {0}", e.StackTrace);
360 407
408 if (scene.SnmpService != null)
409 {
410 scene.SnmpService.Critical("Grid registration failed. Startup aborted.", scene);
411 }
361 // Carrying on now causes a lot of confusion down the 412 // Carrying on now causes a lot of confusion down the
362 // line - we need to get the user's attention 413 // line - we need to get the user's attention
363 Environment.Exit(1); 414 Environment.Exit(1);
364 } 415 }
365 416
417 if (scene.SnmpService != null)
418 {
419 scene.SnmpService.BootInfo("Grid Registration done", scene);
420 }
421
366 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID); 422 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
367 scene.EventManager.TriggerParcelPrimCountUpdate(); 423 scene.EventManager.TriggerParcelPrimCountUpdate();
368 424
@@ -370,6 +426,11 @@ namespace OpenSim
370 // scripting engines. 426 // scripting engines.
371 scene.CreateScriptInstances(); 427 scene.CreateScriptInstances();
372 428
429 if (scene.SnmpService != null)
430 {
431 scene.SnmpService.BootInfo("ScriptEngine started", scene);
432 }
433
373 m_sceneManager.Add(scene); 434 m_sceneManager.Add(scene);
374 435
375 if (m_autoCreateClientStack) 436 if (m_autoCreateClientStack)
@@ -378,6 +439,10 @@ namespace OpenSim
378 clientServer.Start(); 439 clientServer.Start();
379 } 440 }
380 441
442 if (scene.SnmpService != null)
443 {
444 scene.SnmpService.BootInfo("Initializing region modules", scene);
445 }
381 if (do_post_init) 446 if (do_post_init)
382 { 447 {
383 foreach (IRegionModule module in modules) 448 foreach (IRegionModule module in modules)
@@ -389,6 +454,12 @@ namespace OpenSim
389 454
390 mscene = scene; 455 mscene = scene;
391 456
457 if (scene.SnmpService != null)
458 {
459 scene.SnmpService.BootInfo("The region is operational", scene);
460 scene.SnmpService.LinkUp(scene);
461 }
462
392 scene.StartTimer(); 463 scene.StartTimer();
393 464
394 return clientServer; 465 return clientServer;
@@ -397,6 +468,11 @@ namespace OpenSim
397 private void ShutdownRegion(Scene scene) 468 private void ShutdownRegion(Scene scene)
398 { 469 {
399 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName); 470 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName);
471 if (scene.SnmpService != null)
472 {
473 scene.SnmpService.BootInfo("The region is shutting down", scene);
474 scene.SnmpService.LinkDown(scene);
475 }
400 IRegionModulesController controller; 476 IRegionModulesController controller;
401 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller)) 477 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller))
402 { 478 {
diff --git a/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs b/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs
index e9e2dca..9dd6663 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs
@@ -202,6 +202,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
202 m_stopPacket = TexturePacketCount(); 202 m_stopPacket = TexturePacketCount();
203 } 203 }
204 204
205 //Give them at least two packets, to play nice with some broken viewers (SL also behaves this way)
206 if (m_stopPacket == 1 && Layers[0].End > FIRST_PACKET_SIZE) m_stopPacket++;
207
205 m_currentPacket = StartPacket; 208 m_currentPacket = StartPacket;
206 } 209 }
207 } 210 }
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index 320a2fa..87ed90f 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -154,6 +154,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
154 public event RequestTaskInventory OnRequestTaskInventory; 154 public event RequestTaskInventory OnRequestTaskInventory;
155 public event UpdateInventoryItem OnUpdateInventoryItem; 155 public event UpdateInventoryItem OnUpdateInventoryItem;
156 public event CopyInventoryItem OnCopyInventoryItem; 156 public event CopyInventoryItem OnCopyInventoryItem;
157 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
157 public event MoveInventoryItem OnMoveInventoryItem; 158 public event MoveInventoryItem OnMoveInventoryItem;
158 public event RemoveInventoryItem OnRemoveInventoryItem; 159 public event RemoveInventoryItem OnRemoveInventoryItem;
159 public event RemoveInventoryFolder OnRemoveInventoryFolder; 160 public event RemoveInventoryFolder OnRemoveInventoryFolder;
@@ -335,11 +336,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
335// protected HashSet<uint> m_attachmentsSent; 336// protected HashSet<uint> m_attachmentsSent;
336 337
337 private int m_moneyBalance; 338 private int m_moneyBalance;
339 private bool m_deliverPackets = true;
338 private int m_animationSequenceNumber = 1; 340 private int m_animationSequenceNumber = 1;
339 private bool m_SendLogoutPacketWhenClosing = true; 341 private bool m_SendLogoutPacketWhenClosing = true;
340 private AgentUpdateArgs lastarg; 342 private AgentUpdateArgs lastarg;
341 private bool m_IsActive = true; 343 private bool m_IsActive = true;
342 private bool m_IsLoggingOut = false; 344 private bool m_IsLoggingOut = false;
345 private bool m_IsPresenceReady = false;
343 346
344 protected Dictionary<PacketType, PacketProcessor> m_packetHandlers = new Dictionary<PacketType, PacketProcessor>(); 347 protected Dictionary<PacketType, PacketProcessor> m_packetHandlers = new Dictionary<PacketType, PacketProcessor>();
345 protected Dictionary<string, GenericMessage> m_genericPacketHandlers = new Dictionary<string, GenericMessage>(); //PauPaw:Local Generic Message handlers 348 protected Dictionary<string, GenericMessage> m_genericPacketHandlers = new Dictionary<string, GenericMessage>(); //PauPaw:Local Generic Message handlers
@@ -362,6 +365,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
362 365
363 private Timer m_propertiesPacketTimer; 366 private Timer m_propertiesPacketTimer;
364 private List<ObjectPropertiesPacket.ObjectDataBlock> m_propertiesBlocks = new List<ObjectPropertiesPacket.ObjectDataBlock>(); 367 private List<ObjectPropertiesPacket.ObjectDataBlock> m_propertiesBlocks = new List<ObjectPropertiesPacket.ObjectDataBlock>();
368 private List<Packet> m_pendingPackets;
365 369
366 #endregion Class Members 370 #endregion Class Members
367 371
@@ -377,6 +381,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
377 get { return m_startpos; } 381 get { return m_startpos; }
378 set { m_startpos = value; } 382 set { m_startpos = value; }
379 } 383 }
384 public bool DeliverPackets
385 {
386 get { return m_deliverPackets; }
387 set {
388 m_deliverPackets = value;
389 m_udpClient.m_deliverPackets = value;
390 }
391 }
380 public UUID AgentId { get { return m_agentId; } } 392 public UUID AgentId { get { return m_agentId; } }
381 public UUID ActiveGroupId { get { return m_activeGroupID; } } 393 public UUID ActiveGroupId { get { return m_activeGroupID; } }
382 public string ActiveGroupName { get { return m_activeGroupName; } } 394 public string ActiveGroupName { get { return m_activeGroupName; } }
@@ -402,6 +414,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
402 get { return m_IsActive; } 414 get { return m_IsActive; }
403 set { m_IsActive = value; } 415 set { m_IsActive = value; }
404 } 416 }
417
405 public bool IsLoggingOut 418 public bool IsLoggingOut
406 { 419 {
407 get { return m_IsLoggingOut; } 420 get { return m_IsLoggingOut; }
@@ -471,18 +484,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
471 484
472 #region Client Methods 485 #region Client Methods
473 486
487
474 /// <summary> 488 /// <summary>
475 /// Shut down the client view 489 /// Shut down the client view
476 /// </summary> 490 /// </summary>
477 public void Close() 491 public void Close()
478 { 492 {
493 Close(true);
494 }
495
496 /// <summary>
497 /// Shut down the client view
498 /// </summary>
499 public void Close(bool sendStop)
500 {
479 m_log.DebugFormat( 501 m_log.DebugFormat(
480 "[CLIENT]: Close has been called for {0} attached to scene {1}", 502 "[CLIENT]: Close has been called for {0} attached to scene {1}",
481 Name, m_scene.RegionInfo.RegionName); 503 Name, m_scene.RegionInfo.RegionName);
482 504
483 // Send the STOP packet 505 if (sendStop)
484 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator); 506 {
485 OutPacket(disable, ThrottleOutPacketType.Unknown); 507 // Send the STOP packet
508 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator);
509 OutPacket(disable, ThrottleOutPacketType.Unknown);
510 }
486 511
487 IsActive = false; 512 IsActive = false;
488 513
@@ -762,7 +787,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
762 reply.ChatData.OwnerID = fromAgentID; 787 reply.ChatData.OwnerID = fromAgentID;
763 reply.ChatData.SourceID = fromAgentID; 788 reply.ChatData.SourceID = fromAgentID;
764 789
765 OutPacket(reply, ThrottleOutPacketType.Task); 790 OutPacket(reply, ThrottleOutPacketType.Unknown);
766 } 791 }
767 792
768 /// <summary> 793 /// <summary>
@@ -1048,6 +1073,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1048 public virtual void SendLayerData(float[] map) 1073 public virtual void SendLayerData(float[] map)
1049 { 1074 {
1050 Util.FireAndForget(DoSendLayerData, map); 1075 Util.FireAndForget(DoSendLayerData, map);
1076
1077 // Send it sync, and async. It's not that much data
1078 // and it improves user experience just so much!
1079 DoSendLayerData(map);
1051 } 1080 }
1052 1081
1053 /// <summary> 1082 /// <summary>
@@ -1060,16 +1089,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1060 1089
1061 try 1090 try
1062 { 1091 {
1063 //for (int y = 0; y < 16; y++) 1092 for (int y = 0; y < 16; y++)
1064 //{ 1093 {
1065 // for (int x = 0; x < 16; x++) 1094 for (int x = 0; x < 16; x+=4)
1066 // { 1095 {
1067 // SendLayerData(x, y, map); 1096 SendLayerPacket(x, y, map);
1068 // } 1097 }
1069 //} 1098 }
1070
1071 // Send LayerData in a spiral pattern. Fun!
1072 SendLayerTopRight(map, 0, 0, 15, 15);
1073 } 1099 }
1074 catch (Exception e) 1100 catch (Exception e)
1075 { 1101 {
@@ -1077,51 +1103,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1077 } 1103 }
1078 } 1104 }
1079 1105
1080 private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
1081 {
1082 // Row
1083 for (int i = x1; i <= x2; i++)
1084 SendLayerData(i, y1, map);
1085
1086 // Column
1087 for (int j = y1 + 1; j <= y2; j++)
1088 SendLayerData(x2, j, map);
1089
1090 if (x2 - x1 > 0)
1091 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
1092 }
1093
1094 void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
1095 {
1096 // Row in reverse
1097 for (int i = x2; i >= x1; i--)
1098 SendLayerData(i, y2, map);
1099
1100 // Column in reverse
1101 for (int j = y2 - 1; j >= y1; j--)
1102 SendLayerData(x1, j, map);
1103
1104 if (x2 - x1 > 0)
1105 SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
1106 }
1107
1108 /// <summary> 1106 /// <summary>
1109 /// Sends a set of four patches (x, x+1, ..., x+3) to the client 1107 /// Sends a set of four patches (x, x+1, ..., x+3) to the client
1110 /// </summary> 1108 /// </summary>
1111 /// <param name="map">heightmap</param> 1109 /// <param name="map">heightmap</param>
1112 /// <param name="px">X coordinate for patches 0..12</param> 1110 /// <param name="px">X coordinate for patches 0..12</param>
1113 /// <param name="py">Y coordinate for patches 0..15</param> 1111 /// <param name="py">Y coordinate for patches 0..15</param>
1114 // private void SendLayerPacket(float[] map, int y, int x) 1112 private void SendLayerPacket(int x, int y, float[] map)
1115 // { 1113 {
1116 // int[] patches = new int[4]; 1114 int[] patches = new int[4];
1117 // patches[0] = x + 0 + y * 16; 1115 patches[0] = x + 0 + y * 16;
1118 // patches[1] = x + 1 + y * 16; 1116 patches[1] = x + 1 + y * 16;
1119 // patches[2] = x + 2 + y * 16; 1117 patches[2] = x + 2 + y * 16;
1120 // patches[3] = x + 3 + y * 16; 1118 patches[3] = x + 3 + y * 16;
1121 1119
1122 // Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches); 1120 float[] heightmap = (map.Length == 65536) ?
1123 // OutPacket(layerpack, ThrottleOutPacketType.Land); 1121 map :
1124 // } 1122 LLHeightFieldMoronize(map);
1123
1124 try
1125 {
1126 Packet layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1127 OutPacket(layerpack, ThrottleOutPacketType.Land);
1128 }
1129 catch
1130 {
1131 for (int px = x ; px < x + 4 ; px++)
1132 SendLayerData(px, y, map);
1133 }
1134 }
1125 1135
1126 /// <summary> 1136 /// <summary>
1127 /// Sends a specified patch to a client 1137 /// Sends a specified patch to a client
@@ -1141,7 +1151,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1141 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); 1151 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1142 layerpack.Header.Reliable = true; 1152 layerpack.Header.Reliable = true;
1143 1153
1144 OutPacket(layerpack, ThrottleOutPacketType.Land); 1154 OutPacket(layerpack, ThrottleOutPacketType.Task);
1145 } 1155 }
1146 catch (Exception e) 1156 catch (Exception e)
1147 { 1157 {
@@ -2224,6 +2234,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2224 OutPacket(sound, ThrottleOutPacketType.Task); 2234 OutPacket(sound, ThrottleOutPacketType.Task);
2225 } 2235 }
2226 2236
2237 public void SendTransferAbort(TransferRequestPacket transferRequest)
2238 {
2239 TransferAbortPacket abort = (TransferAbortPacket)PacketPool.Instance.GetPacket(PacketType.TransferAbort);
2240 abort.TransferInfo.TransferID = transferRequest.TransferInfo.TransferID;
2241 abort.TransferInfo.ChannelType = transferRequest.TransferInfo.ChannelType;
2242 m_log.Debug("[Assets] Aborting transfer; asset request failed");
2243 OutPacket(abort, ThrottleOutPacketType.Task);
2244 }
2245
2227 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain) 2246 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain)
2228 { 2247 {
2229 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger); 2248 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger);
@@ -3508,6 +3527,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3508 /// </summary> 3527 /// </summary>
3509 public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) 3528 public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
3510 { 3529 {
3530 if (entity is SceneObjectPart)
3531 {
3532 SceneObjectPart e = (SceneObjectPart)entity;
3533 SceneObjectGroup g = e.ParentGroup;
3534 if (g.RootPart.Shape.State > 30) // HUD
3535 if (g.OwnerID != AgentId)
3536 return; // Don't send updates for other people's HUDs
3537 }
3538
3511 double priority = m_prioritizer.GetUpdatePriority(this, entity); 3539 double priority = m_prioritizer.GetUpdatePriority(this, entity);
3512 3540
3513 lock (m_entityUpdates.SyncRoot) 3541 lock (m_entityUpdates.SyncRoot)
@@ -3528,9 +3556,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3528 EntityUpdate update; 3556 EntityUpdate update;
3529 while (updatesThisCall < maxUpdates && m_entityUpdates.TryDequeue(out update)) 3557 while (updatesThisCall < maxUpdates && m_entityUpdates.TryDequeue(out update))
3530 { 3558 {
3559 // If we have sent a kill packet for this object
3560 // drop any updates on the floor
3531 if (update.Entity is SceneObjectPart) 3561 if (update.Entity is SceneObjectPart)
3532 { 3562 {
3533 SceneObjectPart part = (SceneObjectPart)update.Entity; 3563 SceneObjectPart part = (SceneObjectPart)update.Entity;
3564 if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
3565 continue;
3534 3566
3535 if (part.ParentGroup.IsAttachment && m_disableFacelights) 3567 if (part.ParentGroup.IsAttachment && m_disableFacelights)
3536 { 3568 {
@@ -3964,6 +3996,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3964 { 3996 {
3965 m_propertiesPacketTimer.Stop(); 3997 m_propertiesPacketTimer.Stop();
3966 3998
3999 if (m_propertiesBlocks.Count == 0)
4000 return;
4001
3967 proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[m_propertiesBlocks.Count]; 4002 proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[m_propertiesBlocks.Count];
3968 4003
3969 int index = 0; 4004 int index = 0;
@@ -4863,6 +4898,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4863 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false); 4898 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false);
4864 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false); 4899 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false);
4865 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode); 4900 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode);
4901 AddLocalPacketHandler(PacketType.CreateNewOutfitAttachments, HandleCreateNewOutfitAttachments);
4866 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false); 4902 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false);
4867 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents); 4903 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents);
4868 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery); 4904 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery);
@@ -4962,6 +4998,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4962 (x.CameraLeftAxis != lastarg.CameraLeftAxis) || 4998 (x.CameraLeftAxis != lastarg.CameraLeftAxis) ||
4963 (x.CameraUpAxis != lastarg.CameraUpAxis) || 4999 (x.CameraUpAxis != lastarg.CameraUpAxis) ||
4964 (x.ControlFlags != lastarg.ControlFlags) || 5000 (x.ControlFlags != lastarg.ControlFlags) ||
5001 (x.ControlFlags != 0) ||
4965 (x.Far != lastarg.Far) || 5002 (x.Far != lastarg.Far) ||
4966 (x.Flags != lastarg.Flags) || 5003 (x.Flags != lastarg.Flags) ||
4967 (x.State != lastarg.State) || 5004 (x.State != lastarg.State) ||
@@ -5333,7 +5370,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5333 args.Channel = ch; 5370 args.Channel = ch;
5334 args.From = String.Empty; 5371 args.From = String.Empty;
5335 args.Message = Utils.BytesToString(msg); 5372 args.Message = Utils.BytesToString(msg);
5336 args.Type = ChatTypeEnum.Shout; 5373 args.Type = ChatTypeEnum.Region; //Behaviour in SL is that the response can be heard from any distance
5337 args.Position = new Vector3(); 5374 args.Position = new Vector3();
5338 args.Scene = Scene; 5375 args.Scene = Scene;
5339 args.Sender = this; 5376 args.Sender = this;
@@ -9371,6 +9408,37 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9371 { 9408 {
9372 return true; 9409 return true;
9373 } 9410 }
9411
9412 private bool HandleCreateNewOutfitAttachments(IClientAPI sender, Packet Pack)
9413 {
9414 CreateNewOutfitAttachmentsPacket packet = (CreateNewOutfitAttachmentsPacket)Pack;
9415
9416 #region Packet Session and User Check
9417 if (m_checkPackets)
9418 {
9419 if (packet.AgentData.SessionID != SessionId ||
9420 packet.AgentData.AgentID != AgentId)
9421 return true;
9422 }
9423 #endregion
9424 MoveItemsAndLeaveCopy handlerMoveItemsAndLeaveCopy = null;
9425 List<InventoryItemBase> items = new List<InventoryItemBase>();
9426 foreach (CreateNewOutfitAttachmentsPacket.ObjectDataBlock n in packet.ObjectData)
9427 {
9428 InventoryItemBase b = new InventoryItemBase();
9429 b.ID = n.OldItemID;
9430 b.Folder = n.OldFolderID;
9431 items.Add(b);
9432 }
9433
9434 handlerMoveItemsAndLeaveCopy = OnMoveItemsAndLeaveCopy;
9435 if (handlerMoveItemsAndLeaveCopy != null)
9436 {
9437 handlerMoveItemsAndLeaveCopy(this, items, packet.HeaderData.NewFolderID);
9438 }
9439
9440 return true;
9441 }
9374 9442
9375 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack) 9443 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack)
9376 { 9444 {
@@ -11214,18 +11282,44 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11214 } 11282 }
11215 11283
11216 /// <summary> 11284 /// <summary>
11285 /// This processes packets which have accumulated while the presence was still in the process of initialising.
11286 /// </summary>
11287 public void ProcessPendingPackets()
11288 {
11289 m_IsPresenceReady = true;
11290 if (m_pendingPackets == null)
11291 return;
11292 foreach (Packet p in m_pendingPackets)
11293 {
11294 ProcessInPacket(p);
11295 }
11296 m_pendingPackets.Clear();
11297 }
11298
11299 /// <summary>
11217 /// Entryway from the client to the simulator. All UDP packets from the client will end up here 11300 /// Entryway from the client to the simulator. All UDP packets from the client will end up here
11218 /// </summary> 11301 /// </summary>
11219 /// <param name="Pack">OpenMetaverse.packet</param> 11302 /// <param name="Pack">OpenMetaverse.packet</param>
11220 public void ProcessInPacket(Packet Pack) 11303 public void ProcessInPacket(Packet Pack)
11221 { 11304 {
11222 if (m_debugPacketLevel >= 255) 11305 if (!m_IsPresenceReady)
11223 m_log.DebugFormat("[CLIENT]: Packet IN {0}", Pack.Type); 11306 {
11307 if (m_pendingPackets == null)
11308 {
11309 m_pendingPackets = new List<Packet>();
11310 }
11311 m_pendingPackets.Add(Pack);
11312 }
11313 else
11314 {
11315 if (m_debugPacketLevel >= 255)
11316 m_log.DebugFormat("[CLIENT]: Packet IN {0}", Pack.Type);
11224 11317
11225 if (!ProcessPacketMethod(Pack)) 11318 if (!ProcessPacketMethod(Pack))
11226 m_log.Warn("[CLIENT]: unhandled packet " + Pack.Type); 11319 m_log.Warn("[CLIENT]: unhandled packet " + Pack.Type);
11227 11320
11228 PacketPool.Instance.ReturnPacket(Pack); 11321 PacketPool.Instance.ReturnPacket(Pack);
11322 }
11229 } 11323 }
11230 11324
11231 private static PrimitiveBaseShape GetShapeFromAddPacket(ObjectAddPacket addPacket) 11325 private static PrimitiveBaseShape GetShapeFromAddPacket(ObjectAddPacket addPacket)
@@ -11462,7 +11556,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11462 11556
11463// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID); 11557// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID);
11464 11558
11559
11560 //Note, the bool returned from the below function is useless since it is always false.
11465 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived); 11561 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived);
11562
11466 } 11563 }
11467 11564
11468 /// <summary> 11565 /// <summary>
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
index 6232c48..eebbfa5 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
@@ -149,6 +149,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
149 149
150 private int m_defaultRTO = 3000; 150 private int m_defaultRTO = 3000;
151 private int m_maxRTO = 60000; 151 private int m_maxRTO = 60000;
152 public bool m_deliverPackets = true;
152 153
153 /// <summary> 154 /// <summary>
154 /// Default constructor 155 /// Default constructor
@@ -389,6 +390,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
389 if (category >= 0 && category < m_packetOutboxes.Length) 390 if (category >= 0 && category < m_packetOutboxes.Length)
390 { 391 {
391 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category]; 392 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category];
393
394 if (m_deliverPackets == false)
395 {
396 queue.Enqueue(packet);
397 return true;
398 }
399
392 TokenBucket bucket = m_throttleCategories[category]; 400 TokenBucket bucket = m_throttleCategories[category];
393 401
394 if (bucket.RemoveTokens(packet.Buffer.DataLength)) 402 if (bucket.RemoveTokens(packet.Buffer.DataLength))
@@ -419,6 +427,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
419 /// <returns>True if any packets were sent, otherwise false</returns> 427 /// <returns>True if any packets were sent, otherwise false</returns>
420 public bool DequeueOutgoing() 428 public bool DequeueOutgoing()
421 { 429 {
430 if (m_deliverPackets == false) return false;
431
422 OutgoingPacket packet; 432 OutgoingPacket packet;
423 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue; 433 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue;
424 TokenBucket bucket; 434 TokenBucket bucket;
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
index ca5a297..209e35c 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
@@ -904,7 +904,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
904 client.DisableFacelights = m_disableFacelights; 904 client.DisableFacelights = m_disableFacelights;
905 905
906 // Start the IClientAPI 906 // Start the IClientAPI
907 client.Start(); 907 // Spin it off so that it doesn't clog up the LLUDPServer
908
909 //First, and very importantly:
910 //
911 //Set our DeliverPackets flag in the client to *false*
912 //this will prevent us from missing important messages
913 //before the modules are bound
914 client.DeliverPackets = false;
915 client.DisableFacelights = m_disableFacelights;
916
917 Util.FireAndForget(
918 delegate
919 {
920 try
921 {
922 client.Start();
923 }
924 finally
925 {
926 //Now, release the hounds. er, packets.
927 client.DeliverPackets = true;
928 }
929 }
930 );
908 } 931 }
909 else 932 else
910 { 933 {
@@ -920,7 +943,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
920 if (m_scene.TryGetClient(udpClient.AgentID, out client)) 943 if (m_scene.TryGetClient(udpClient.AgentID, out client))
921 { 944 {
922 client.IsLoggingOut = true; 945 client.IsLoggingOut = true;
923 client.Close(); 946 client.Close(false);
924 } 947 }
925 } 948 }
926 949
diff --git a/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs b/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
index bdbd284..91e3d20 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
@@ -133,7 +133,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
133 this.parent = parent; 133 this.parent = parent;
134 MaxBurst = maxBurst; 134 MaxBurst = maxBurst;
135 DripRate = dripRate; 135 DripRate = dripRate;
136 lastDrip = Environment.TickCount & Int32.MaxValue; 136 lastDrip = Environment.TickCount;
137 } 137 }
138 138
139 /// <summary> 139 /// <summary>
@@ -144,40 +144,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
144 /// the bucket, otherwise false</returns> 144 /// the bucket, otherwise false</returns>
145 public bool RemoveTokens(int amount) 145 public bool RemoveTokens(int amount)
146 { 146 {
147 bool dummy;
148 return RemoveTokens(amount, out dummy);
149 }
150
151 /// <summary>
152 /// Remove a given number of tokens from the bucket
153 /// </summary>
154 /// <param name="amount">Number of tokens to remove from the bucket</param>
155 /// <param name="dripSucceeded">True if tokens were added to the bucket
156 /// during this call, otherwise false</param>
157 /// <returns>True if the requested number of tokens were removed from
158 /// the bucket, otherwise false</returns>
159 public bool RemoveTokens(int amount, out bool dripSucceeded)
160 {
161 if (maxBurst == 0) 147 if (maxBurst == 0)
162 { 148 {
163 dripSucceeded = true;
164 return true; 149 return true;
165 } 150 }
166 151
167 dripSucceeded = Drip(); 152 if (amount > maxBurst)
168
169 if (content - amount >= 0)
170 { 153 {
171 if (parent != null && !parent.RemoveTokens(amount)) 154 throw new Exception("amount " + amount + " exceeds maxBurst " + maxBurst);
172 return false; 155 }
173 156
174 content -= amount; 157 Drip();
175 return true; 158
159 if (content < amount)
160 {
161 return false;
176 } 162 }
177 else 163
164 if (parent != null && !parent.RemoveTokens(amount))
178 { 165 {
179 return false; 166 return false;
180 } 167 }
168
169 content -= amount;
170 return true;
181 } 171 }
182 172
183 /// <summary> 173 /// <summary>
@@ -193,25 +183,23 @@ namespace OpenSim.Region.ClientStack.LindenUDP
193 content = maxBurst; 183 content = maxBurst;
194 return true; 184 return true;
195 } 185 }
196 else
197 {
198 int now = Environment.TickCount & Int32.MaxValue;
199 int deltaMS = now - lastDrip;
200 186
201 if (deltaMS <= 0) 187 int now = Environment.TickCount;
202 { 188 int deltaMS = now - lastDrip;
203 if (deltaMS < 0) 189 lastDrip = now;
204 lastDrip = now;
205 return false;
206 }
207 190
208 int dripAmount = deltaMS * tokensPerMS; 191 if (deltaMS <= 0)
209 192 {
210 content = Math.Min(content + dripAmount, maxBurst); 193 return false;
211 lastDrip = now; 194 }
212 195
213 return true; 196 long dripAmount = (long)deltaMS * (long)tokensPerMS + (long)content;
197 if (dripAmount > maxBurst)
198 {
199 dripAmount = maxBurst;
214 } 200 }
201 content = (int)dripAmount;
202 return true;
215 } 203 }
216 } 204 }
217} 205}
diff --git a/OpenSim/Region/ClientStack/LindenUDP/UnackedPacketCollection.cs b/OpenSim/Region/ClientStack/LindenUDP/UnackedPacketCollection.cs
index e43f7cf..c120a12 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/UnackedPacketCollection.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/UnackedPacketCollection.cs
@@ -1,169 +1,184 @@
1/* 1/*
2 * Copyright (c) Contributors, http://opensimulator.org/ 2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders. 3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 * 4 *
5 * Redistribution and use in source and binary forms, with or without 5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met: 6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright 7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer. 8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright 9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the 10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution. 11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the 12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products 13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission. 14 * derived from this software without specific prior written permission.
15 * 15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY 16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY 19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 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 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 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 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Net; 30using System.Net;
31using OpenMetaverse; 31using OpenMetaverse;
32 32
33namespace OpenSim.Region.ClientStack.LindenUDP 33namespace OpenSim.Region.ClientStack.LindenUDP
34{ 34{
35 /// <summary> 35 /// <summary>
36 /// Special collection that is optimized for tracking unacknowledged packets 36 /// Special collection that is optimized for tracking unacknowledged packets
37 /// </summary> 37 /// </summary>
38 public sealed class UnackedPacketCollection 38 public sealed class UnackedPacketCollection
39 { 39 {
40 /// <summary> 40 /// <summary>
41 /// Holds information about a pending acknowledgement 41 /// Holds information about a pending acknowledgement
42 /// </summary> 42 /// </summary>
43 private struct PendingAck 43 private struct PendingAck
44 { 44 {
45 /// <summary>Sequence number of the packet to remove</summary> 45 /// <summary>Sequence number of the packet to remove</summary>
46 public uint SequenceNumber; 46 public uint SequenceNumber;
47 /// <summary>Environment.TickCount value when the remove was queued. 47 /// <summary>Environment.TickCount value when the remove was queued.
48 /// This is used to update round-trip times for packets</summary> 48 /// This is used to update round-trip times for packets</summary>
49 public int RemoveTime; 49 public int RemoveTime;
50 /// <summary>Whether or not this acknowledgement was attached to a 50 /// <summary>Whether or not this acknowledgement was attached to a
51 /// resent packet. If so, round-trip time will not be calculated</summary> 51 /// resent packet. If so, round-trip time will not be calculated</summary>
52 public bool FromResend; 52 public bool FromResend;
53 53
54 public PendingAck(uint sequenceNumber, int currentTime, bool fromResend) 54 public PendingAck(uint sequenceNumber, int currentTime, bool fromResend)
55 { 55 {
56 SequenceNumber = sequenceNumber; 56 SequenceNumber = sequenceNumber;
57 RemoveTime = currentTime; 57 RemoveTime = currentTime;
58 FromResend = fromResend; 58 FromResend = fromResend;
59 } 59 }
60 } 60 }
61 61
62 /// <summary>Holds the actual unacked packet data, sorted by sequence number</summary> 62 /// <summary>Holds the actual unacked packet data, sorted by sequence number</summary>
63 private Dictionary<uint, OutgoingPacket> m_packets = new Dictionary<uint, OutgoingPacket>(); 63 private Dictionary<uint, OutgoingPacket> m_packets = new Dictionary<uint, OutgoingPacket>();
64 /// <summary>Holds packets that need to be added to the unacknowledged list</summary> 64 /// <summary>Holds packets that need to be added to the unacknowledged list</summary>
65 private LocklessQueue<OutgoingPacket> m_pendingAdds = new LocklessQueue<OutgoingPacket>(); 65 private LocklessQueue<OutgoingPacket> m_pendingAdds = new LocklessQueue<OutgoingPacket>();
66 /// <summary>Holds information about pending acknowledgements</summary> 66 /// <summary>Holds information about pending acknowledgements</summary>
67 private LocklessQueue<PendingAck> m_pendingRemoves = new LocklessQueue<PendingAck>(); 67 private LocklessQueue<PendingAck> m_pendingRemoves = new LocklessQueue<PendingAck>();
68 68
69 /// <summary> 69 /// <summary>
70 /// Add an unacked packet to the collection 70 /// Add an unacked packet to the collection
71 /// </summary> 71 /// </summary>
72 /// <param name="packet">Packet that is awaiting acknowledgement</param> 72 /// <param name="packet">Packet that is awaiting acknowledgement</param>
73 /// <returns>True if the packet was successfully added, false if the 73 /// <returns>True if the packet was successfully added, false if the
74 /// packet already existed in the collection</returns> 74 /// packet already existed in the collection</returns>
75 /// <remarks>This does not immediately add the ACK to the collection, 75 /// <remarks>This does not immediately add the ACK to the collection,
76 /// it only queues it so it can be added in a thread-safe way later</remarks> 76 /// it only queues it so it can be added in a thread-safe way later</remarks>
77 public void Add(OutgoingPacket packet) 77 public void Add(OutgoingPacket packet)
78 { 78 {
79 m_pendingAdds.Enqueue(packet); 79 m_pendingAdds.Enqueue(packet);
80 } 80 }
81 81
82 /// <summary> 82 /// <summary>
83 /// Marks a packet as acknowledged 83 /// Marks a packet as acknowledged
84 /// </summary> 84 /// </summary>
85 /// <param name="sequenceNumber">Sequence number of the packet to 85 /// <param name="sequenceNumber">Sequence number of the packet to
86 /// acknowledge</param> 86 /// acknowledge</param>
87 /// <param name="currentTime">Current value of Environment.TickCount</param> 87 /// <param name="currentTime">Current value of Environment.TickCount</param>
88 /// <remarks>This does not immediately acknowledge the packet, it only 88 /// <remarks>This does not immediately acknowledge the packet, it only
89 /// queues the ack so it can be handled in a thread-safe way later</remarks> 89 /// queues the ack so it can be handled in a thread-safe way later</remarks>
90 public void Remove(uint sequenceNumber, int currentTime, bool fromResend) 90 public void Remove(uint sequenceNumber, int currentTime, bool fromResend)
91 { 91 {
92 m_pendingRemoves.Enqueue(new PendingAck(sequenceNumber, currentTime, fromResend)); 92 m_pendingRemoves.Enqueue(new PendingAck(sequenceNumber, currentTime, fromResend));
93 } 93 }
94 94
95 /// <summary> 95 /// <summary>
96 /// Returns a list of all of the packets with a TickCount older than 96 /// Returns a list of all of the packets with a TickCount older than
97 /// the specified timeout 97 /// the specified timeout
98 /// </summary> 98 /// </summary>
99 /// <param name="timeoutMS">Number of ticks (milliseconds) before a 99 /// <param name="timeoutMS">Number of ticks (milliseconds) before a
100 /// packet is considered expired</param> 100 /// packet is considered expired</param>
101 /// <returns>A list of all expired packets according to the given 101 /// <returns>A list of all expired packets according to the given
102 /// expiration timeout</returns> 102 /// expiration timeout</returns>
103 /// <remarks>This function is not thread safe, and cannot be called 103 /// <remarks>This function is not thread safe, and cannot be called
104 /// multiple times concurrently</remarks> 104 /// multiple times concurrently</remarks>
105 public List<OutgoingPacket> GetExpiredPackets(int timeoutMS) 105 public List<OutgoingPacket> GetExpiredPackets(int timeoutMS)
106 { 106 {
107 ProcessQueues(); 107 ProcessQueues();
108 108
109 List<OutgoingPacket> expiredPackets = null; 109 List<OutgoingPacket> expiredPackets = null;
110 110
111 if (m_packets.Count > 0) 111 if (m_packets.Count > 0)
112 { 112 {
113 int now = Environment.TickCount & Int32.MaxValue; 113 int now = Environment.TickCount & Int32.MaxValue;
114 114
115 foreach (OutgoingPacket packet in m_packets.Values) 115 foreach (OutgoingPacket packet in m_packets.Values)
116 { 116 {
117 // TickCount of zero means a packet is in the resend queue 117 // TickCount of zero means a packet is in the resend queue
118 // but hasn't actually been sent over the wire yet 118 // but hasn't actually been sent over the wire yet
119 if (packet.TickCount == 0) 119 if (packet.TickCount == 0)
120 continue; 120 continue;
121 121
122 if (now - packet.TickCount >= timeoutMS) 122 if (now - packet.TickCount >= timeoutMS)
123 { 123 {
124 if (expiredPackets == null) 124 if (expiredPackets == null)
125 expiredPackets = new List<OutgoingPacket>(); 125 expiredPackets = new List<OutgoingPacket>();
126 126
127 // The TickCount will be set to the current time when the packet 127 // The TickCount will be set to the current time when the packet
128 // is actually sent out again 128 // is actually sent out again
129 packet.TickCount = 0; 129 packet.TickCount = 0;
130 130
131 expiredPackets.Add(packet); 131 expiredPackets.Add(packet);
132 } 132 }
133 } 133 }
134 } 134 }
135 135
136 return expiredPackets; 136 return expiredPackets;
137 } 137 }
138 138
139 private void ProcessQueues() 139 private void ProcessQueues()
140 { 140 {
141 // Process all the pending adds 141 // Process all the pending adds
142 OutgoingPacket pendingAdd; 142
143 while (m_pendingAdds.Dequeue(out pendingAdd)) 143 OutgoingPacket pendingAdd;
144 m_packets[pendingAdd.SequenceNumber] = pendingAdd; 144 if (m_pendingAdds != null)
145 145 {
146 // Process all the pending removes, including updating statistics and round-trip times 146 while (m_pendingAdds.Dequeue(out pendingAdd))
147 PendingAck pendingRemove; 147 {
148 OutgoingPacket ackedPacket; 148 if (pendingAdd != null && m_packets != null)
149 while (m_pendingRemoves.Dequeue(out pendingRemove)) 149 {
150 { 150 m_packets[pendingAdd.SequenceNumber] = pendingAdd;
151 if (m_packets.TryGetValue(pendingRemove.SequenceNumber, out ackedPacket)) 151 }
152 { 152 }
153 m_packets.Remove(pendingRemove.SequenceNumber); 153 }
154 154
155 // Update stats 155 // Process all the pending removes, including updating statistics and round-trip times
156 System.Threading.Interlocked.Add(ref ackedPacket.Client.UnackedBytes, -ackedPacket.Buffer.DataLength); 156 PendingAck pendingRemove;
157 157 OutgoingPacket ackedPacket;
158 if (!pendingRemove.FromResend) 158 if (m_pendingRemoves != null)
159 { 159 {
160 // Calculate the round-trip time for this packet and its ACK 160 while (m_pendingRemoves.Dequeue(out pendingRemove))
161 int rtt = pendingRemove.RemoveTime - ackedPacket.TickCount; 161 {
162 if (rtt > 0) 162 if (m_pendingRemoves != null && m_packets != null)
163 ackedPacket.Client.UpdateRoundTrip(rtt); 163 {
164 } 164 if (m_packets.TryGetValue(pendingRemove.SequenceNumber, out ackedPacket))
165 } 165 {
166 } 166 m_packets.Remove(pendingRemove.SequenceNumber);
167 } 167
168 } 168 // Update stats
169} 169 System.Threading.Interlocked.Add(ref ackedPacket.Client.UnackedBytes, -ackedPacket.Buffer.DataLength);
170
171 if (!pendingRemove.FromResend)
172 {
173 // Calculate the round-trip time for this packet and its ACK
174 int rtt = pendingRemove.RemoveTime - ackedPacket.TickCount;
175 if (rtt > 0)
176 ackedPacket.Client.UpdateRoundTrip(rtt);
177 }
178 }
179 }
180 }
181 }
182 }
183 }
184}
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index 847a999..74784ae 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Reflection; 30using System.Reflection;
31using System.Xml;
31using log4net; 32using log4net;
32using Mono.Addins; 33using Mono.Addins;
33using Nini.Config; 34using Nini.Config;
@@ -37,6 +38,7 @@ using OpenSim.Framework;
37using OpenSim.Region.Framework; 38using OpenSim.Region.Framework;
38using OpenSim.Region.Framework.Interfaces; 39using OpenSim.Region.Framework.Interfaces;
39using OpenSim.Region.Framework.Scenes; 40using OpenSim.Region.Framework.Scenes;
41using OpenSim.Region.Framework.Scenes.Serialization;
40 42
41namespace OpenSim.Region.CoreModules.Avatar.Attachments 43namespace OpenSim.Region.CoreModules.Avatar.Attachments
42{ 44{
@@ -233,8 +235,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
233 235
234 public UUID RezSingleAttachmentFromInventory( 236 public UUID RezSingleAttachmentFromInventory(
235 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus) 237 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus)
238 {
239 return RezSingleAttachmentFromInventory(remoteClient, itemID, AttachmentPt, true, null);
240 }
241
242 public UUID RezSingleAttachmentFromInventory(
243 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc)
236 { 244 {
237 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(remoteClient, itemID, AttachmentPt); 245 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(remoteClient, itemID, AttachmentPt, doc);
238 246
239 if (updateInventoryStatus) 247 if (updateInventoryStatus)
240 { 248 {
@@ -253,7 +261,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
253 } 261 }
254 262
255 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal( 263 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
256 IClientAPI remoteClient, UUID itemID, uint AttachmentPt) 264 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, XmlDocument doc)
257 { 265 {
258 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>(); 266 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
259 if (invAccess != null) 267 if (invAccess != null)
@@ -278,13 +286,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
278 if (tainted) 286 if (tainted)
279 objatt.HasGroupChanged = true; 287 objatt.HasGroupChanged = true;
280 288
289 if (doc != null)
290 {
291 objatt.LoadScriptState(doc);
292 objatt.ResetOwnerChangeFlag();
293 }
294
281 // Fire after attach, so we don't get messy perms dialogs 295 // Fire after attach, so we don't get messy perms dialogs
282 // 4 == AttachedRez 296 // 4 == AttachedRez
283 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); 297 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
284 objatt.ResumeScripts(); 298 objatt.ResumeScripts();
285 299
286 // Do this last so that event listeners have access to all the effects of the attachment 300 // Do this last so that event listeners have access to all the effects of the attachment
287 m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, remoteClient.AgentId); 301 //m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, remoteClient.AgentId);
288 } 302 }
289 else 303 else
290 { 304 {
@@ -313,7 +327,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
313 if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence)) 327 if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence))
314 { 328 {
315 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 329 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
316 item = m_scene.InventoryService.GetItem(item); 330 if (m_scene.InventoryService != null)
331 item = m_scene.InventoryService.GetItem(item);
317 332
318 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /*att.UUID*/); 333 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /*att.UUID*/);
319 } 334 }
@@ -358,6 +373,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
358 { 373 {
359 // XXYY!! 374 // XXYY!!
360 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 375 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
376 if (item == null)
377 m_log.Error("[ATTACHMENT]: item == null");
378 if (m_scene == null)
379 m_log.Error("[ATTACHMENT]: m_scene == null");
380 if (m_scene.InventoryService == null)
381 m_log.Error("[ATTACHMENT]: m_scene.InventoryService == null");
361 item = m_scene.InventoryService.GetItem(item); 382 item = m_scene.InventoryService.GetItem(item);
362 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /* att.UUID */); 383 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /* att.UUID */);
363 384
@@ -446,6 +467,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
446 if (group.GetFromItemID() == itemID) 467 if (group.GetFromItemID() == itemID)
447 { 468 {
448 m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero); 469 m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero);
470 // CM / XMREngine!!!! Needed to conclude attach event
471 SceneObjectSerializer.ToOriginalXmlFormat(group);
449 group.DetachToInventoryPrep(); 472 group.DetachToInventoryPrep();
450 m_log.Debug("[ATTACHMENTS MODULE]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString()); 473 m_log.Debug("[ATTACHMENTS MODULE]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString());
451 m_scene.UpdateKnownItem(remoteClient, group,group.GetFromItemID(), group.OwnerID); 474 m_scene.UpdateKnownItem(remoteClient, group,group.GetFromItemID(), group.OwnerID);
diff --git a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
index 02f0968..06b1b00 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 +241,19 @@ 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 // This will pass all chat from objects. Not
248 // perfect, but it will do. For now. Better
249 // than the prior behavior of muting all
250 // objects on a parcel with access restrictions
251 if (c.Sender == null || Presencecheck.IsEitherBannedOrRestricted(c.Sender.AgentId) != true)
252 {
253 TrySendChatMessage(presence, fromPos, regionPos, fromID, fromNamePrefix+fromName, c.Type, message, sourceType);
254 }
255 }
256
231 } 257 }
232 ); 258 );
233 } 259 }
@@ -270,25 +296,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
270 } 296 }
271 297
272 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType); 298 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType);
273 299 if (c.Scene != null)
274 ((Scene)c.Scene).ForEachScenePresence( 300 {
275 delegate(ScenePresence presence) 301 ((Scene)c.Scene).ForEachScenePresence
276 { 302 (
277 // ignore chat from child agents 303 delegate(ScenePresence presence)
278 if (presence.IsChildAgent) return; 304 {
279 305 // ignore chat from child agents
280 IClientAPI client = presence.ControllingClient; 306 if (presence.IsChildAgent) return;
281 307
282 // don't forward SayOwner chat from objects to 308 IClientAPI client = presence.ControllingClient;
283 // non-owner agents 309
284 if ((c.Type == ChatTypeEnum.Owner) && 310 // don't forward SayOwner chat from objects to
285 (null != c.SenderObject) && 311 // non-owner agents
286 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId)) 312 if ((c.Type == ChatTypeEnum.Owner) &&
287 return; 313 (null != c.SenderObject) &&
288 314 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId))
289 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID, 315 return;
290 (byte)sourceType, (byte)ChatAudibleLevel.Fully); 316
291 }); 317 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID,
318 (byte)sourceType, (byte)ChatAudibleLevel.Fully);
319 }
320 );
321 }
292 } 322 }
293 323
294 324
@@ -317,5 +347,35 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
317 presence.ControllingClient.SendChatMessage(message, (byte) type, fromPos, fromName, 347 presence.ControllingClient.SendChatMessage(message, (byte) type, fromPos, fromName,
318 fromAgentID,(byte)src,(byte)ChatAudibleLevel.Fully); 348 fromAgentID,(byte)src,(byte)ChatAudibleLevel.Fully);
319 } 349 }
350
351 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
352 public void ParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
353 {
354 System.Threading.Timer Timer;
355 if (flags == 0)
356 {
357 FreezeCache.Add(target.ToString());
358 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
359 Timer = new System.Threading.Timer(timeCB, target, 30000, 0);
360 Timers.Add(target, Timer);
361 }
362 else
363 {
364 FreezeCache.Remove(target.ToString());
365 Timers.TryGetValue(target, out Timer);
366 Timers.Remove(target);
367 Timer.Dispose();
368 }
369 }
370
371 private void OnEndParcelFrozen(object avatar)
372 {
373 UUID target = (UUID)avatar;
374 FreezeCache.Remove(target.ToString());
375 System.Threading.Timer Timer;
376 Timers.TryGetValue(target, out Timer);
377 Timers.Remove(target);
378 Timer.Dispose();
379 }
320 } 380 }
321} 381}
diff --git a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
index 2b3d2a9..a514a83 100644
--- a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
@@ -239,4 +239,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
239 return result; 239 return result;
240 } 240 }
241 } 241 }
242} \ No newline at end of file 242}
diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
index 6f044cb..ca0b7ad 100644
--- a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
@@ -67,7 +67,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
67 return false; 67 return false;
68 } 68 }
69 } 69 }
70 70
71 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 71 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
72 72
73 protected List<Scene> m_Scenes = new List<Scene>(); 73 protected List<Scene> m_Scenes = new List<Scene>();
@@ -203,9 +203,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
203 203
204 UserFriendData data = m_Friends[principalID]; 204 UserFriendData data = m_Friends[principalID];
205 205
206 string searchFor = friendID.ToString();
206 foreach (FriendInfo fi in data.Friends) 207 foreach (FriendInfo fi in data.Friends)
207 { 208 {
208 if (fi.Friend == friendID.ToString()) 209 if (fi.Friend == searchFor)
209 return (uint)fi.TheirFlags; 210 return (uint)fi.TheirFlags;
210 } 211 }
211 return 0; 212 return 0;
@@ -292,7 +293,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
292 293
293 // Inform the friends that this user is online 294 // Inform the friends that this user is online
294 StatusChange(agentID, true); 295 StatusChange(agentID, true);
295 296
296 // Register that we need to send the list of online friends to this user 297 // Register that we need to send the list of online friends to this user
297 lock (m_NeedsListOfFriends) 298 lock (m_NeedsListOfFriends)
298 if (!m_NeedsListOfFriends.Contains(agentID)) 299 if (!m_NeedsListOfFriends.Contains(agentID))
@@ -498,7 +499,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
498 private void OnInstantMessage(IClientAPI client, GridInstantMessage im) 499 private void OnInstantMessage(IClientAPI client, GridInstantMessage im)
499 { 500 {
500 if (im.dialog == (byte)OpenMetaverse.InstantMessageDialog.FriendshipOffered) 501 if (im.dialog == (byte)OpenMetaverse.InstantMessageDialog.FriendshipOffered)
501 { 502 {
502 // we got a friendship offer 503 // we got a friendship offer
503 UUID principalID = new UUID(im.fromAgentID); 504 UUID principalID = new UUID(im.fromAgentID);
504 UUID friendID = new UUID(im.toAgentID); 505 UUID friendID = new UUID(im.toAgentID);
@@ -730,7 +731,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
730 // we're done 731 // we're done
731 return true; 732 return true;
732 } 733 }
733 734
734 return false; 735 return false;
735 } 736 }
736 737
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
index 420e3ca..fc1afaf 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
@@ -156,6 +156,31 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
156 return; 156 return;
157 } 157 }
158 158
159 DateTime dt = DateTime.UtcNow;
160
161 // Ticks from UtcNow, but make it look like local. Evil, huh?
162 dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
163
164 try
165 {
166 // Convert that to the PST timezone
167 TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
168 dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
169 }
170 catch
171 {
172 //m_log.Info("[OFFLINE MESSAGING]: No PST timezone found on this machine. Saving with local timestamp.");
173 }
174
175 // And make it look local again to fool the unix time util
176 dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
177
178 im.timestamp = (uint)Util.ToUnixTime(dt);
179
180 // If client is null, this message comes from storage and IS offline
181 if (client != null)
182 im.offline = 0;
183
159 if (m_TransferModule != null) 184 if (m_TransferModule != null)
160 { 185 {
161 m_TransferModule.SendInstantMessage(im, 186 m_TransferModule.SendInstantMessage(im,
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
index 730cc77..a49faec 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
@@ -137,16 +137,13 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
137 { 137 {
138 if (scene.Entities.ContainsKey(toAgentID) && 138 if (scene.Entities.ContainsKey(toAgentID) &&
139 scene.Entities[toAgentID] is ScenePresence) 139 scene.Entities[toAgentID] is ScenePresence)
140 { 140 {
141// m_log.DebugFormat( 141 // m_log.DebugFormat("[INSTANT MESSAGE]: Looking for {0} in {1}", toAgentID.ToString(), scene.RegionInfo.RegionName);
142// "[INSTANT MESSAGE]: Looking for root agent {0} in {1}", 142 // Local message
143// toAgentID.ToString(), scene.RegionInfo.RegionName);
144
145 ScenePresence user = (ScenePresence) scene.Entities[toAgentID]; 143 ScenePresence user = (ScenePresence) scene.Entities[toAgentID];
146 if (!user.IsChildAgent) 144 if (!user.IsChildAgent)
147 { 145 {
148 // Local message 146 // m_log.DebugFormat("[INSTANT MESSAGE]: Delivering to client");
149 m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to root agent {0} {1}", user.Name, toAgentID);
150 user.ControllingClient.SendInstantMessage(im); 147 user.ControllingClient.SendInstantMessage(im);
151 148
152 // Message sent 149 // Message sent
@@ -168,7 +165,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
168 // Local message 165 // Local message
169 ScenePresence user = (ScenePresence) scene.Entities[toAgentID]; 166 ScenePresence user = (ScenePresence) scene.Entities[toAgentID];
170 167
171 m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to child agent {0} {1}", user.Name, toAgentID); 168 // m_log.DebugFormat("[INSTANT MESSAGE]: Delivering to client");
172 user.ControllingClient.SendInstantMessage(im); 169 user.ControllingClient.SendInstantMessage(im);
173 170
174 // Message sent 171 // Message sent
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
index fdfcd10..feeb9e6 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
@@ -172,13 +172,16 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
172 172
173 private void RetrieveInstantMessages(IClientAPI client) 173 private void RetrieveInstantMessages(IClientAPI client)
174 { 174 {
175 if (m_RestURL != "") 175 if (m_RestURL == String.Empty)
176 { 176 return;
177 m_log.DebugFormat("[OFFLINE MESSAGING] Retrieving stored messages for {0}", client.AgentId);
178 177
179 List<GridInstantMessage> msglist = SynchronousRestObjectPoster.BeginPostObject<UUID, List<GridInstantMessage>>( 178 m_log.DebugFormat("[OFFLINE MESSAGING] Retrieving stored messages for {0}", client.AgentId);
179
180 List<GridInstantMessage> msglist = SynchronousRestObjectPoster.BeginPostObject<UUID, List<GridInstantMessage>>(
180 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId); 181 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId);
181 182
183 if (msglist != null)
184 {
182 foreach (GridInstantMessage im in msglist) 185 foreach (GridInstantMessage im in msglist)
183 { 186 {
184 // client.SendInstantMessage(im); 187 // client.SendInstantMessage(im);
@@ -189,6 +192,17 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
189 // Needed for proper state management for stored group 192 // Needed for proper state management for stored group
190 // invitations 193 // invitations
191 // 194 //
195
196 im.offline = 1;
197
198 // Reconstruct imSessionID
199 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent)
200 {
201 UUID fromAgentID = new UUID(im.fromAgentID);
202 UUID sessionID = fromAgentID ^ client.AgentId;
203 im.imSessionID = new Guid(sessionID.ToString());
204 }
205
192 Scene s = FindScene(client.AgentId); 206 Scene s = FindScene(client.AgentId);
193 if (s != null) 207 if (s != null)
194 s.EventManager.TriggerIncomingInstantMessage(im); 208 s.EventManager.TriggerIncomingInstantMessage(im);
@@ -198,26 +212,37 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
198 212
199 private void UndeliveredMessage(GridInstantMessage im) 213 private void UndeliveredMessage(GridInstantMessage im)
200 { 214 {
201 if ((im.offline != 0) 215 if (im.dialog != (byte)InstantMessageDialog.MessageFromObject &&
202 && (!im.fromGroup || (im.fromGroup && m_ForwardOfflineGroupMessages))) 216 im.dialog != (byte)InstantMessageDialog.MessageFromAgent &&
217 im.dialog != (byte)InstantMessageDialog.GroupNotice &&
218 im.dialog != (byte)InstantMessageDialog.InventoryOffered)
203 { 219 {
204 bool success = SynchronousRestObjectPoster.BeginPostObject<GridInstantMessage, bool>( 220 return;
205 "POST", m_RestURL+"/SaveMessage/", im); 221 }
206 222
207 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent) 223 // It's not delivered. Make sure the scope id is saved
208 { 224 // We don't need the imSessionID here anymore, overwrite it
209 IClientAPI client = FindClient(new UUID(im.fromAgentID)); 225 Scene scene = FindScene(new UUID(im.fromAgentID));
210 if (client == null) 226 if (scene == null)
211 return; 227 scene = m_SceneList[0];
212 228 im.imSessionID = new Guid(scene.RegionInfo.ScopeID.ToString());
213 client.SendInstantMessage(new GridInstantMessage( 229
214 null, new UUID(im.toAgentID), 230 bool success = SynchronousRestObjectPoster.BeginPostObject<GridInstantMessage, bool>(
215 "System", new UUID(im.fromAgentID), 231 "POST", m_RestURL+"/SaveMessage/", im);
216 (byte)InstantMessageDialog.MessageFromAgent, 232
217 "User is not logged in. "+ 233 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent)
218 (success ? "Message saved." : "Message not saved"), 234 {
219 false, new Vector3())); 235 IClientAPI client = FindClient(new UUID(im.fromAgentID));
220 } 236 if (client == null)
237 return;
238
239 client.SendInstantMessage(new GridInstantMessage(
240 null, new UUID(im.toAgentID),
241 "System", new UUID(im.fromAgentID),
242 (byte)InstantMessageDialog.MessageFromAgent,
243 "User is not logged in. "+
244 (success ? "Message saved." : "Message not saved"),
245 false, new Vector3()));
221 } 246 }
222 } 247 }
223 } 248 }
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
index 4117e86..a08a628 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
@@ -159,10 +159,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
159 159
160 private void OnInstantMessage(IClientAPI client, GridInstantMessage im) 160 private void OnInstantMessage(IClientAPI client, GridInstantMessage im)
161 { 161 {
162 m_log.InfoFormat( 162 //m_log.InfoFormat("[INVENTORY TRANSFER]: OnInstantMessage {0}", im.dialog);
163 "[INVENTORY TRANSFER]: {0} IM type received from {1}", 163
164 (InstantMessageDialog)im.dialog, client.Name);
165
166 Scene scene = FindClientScene(client.AgentId); 164 Scene scene = FindClientScene(client.AgentId);
167 165
168 if (scene == null) // Something seriously wrong here. 166 if (scene == null) // Something seriously wrong here.
@@ -248,6 +246,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
248 im.imSessionID = itemID.Guid; 246 im.imSessionID = itemID.Guid;
249 } 247 }
250 248
249 im.offline = 1; // Remember these
250
251 // Send the IM to the recipient. The item is already 251 // Send the IM to the recipient. The item is already
252 // in their inventory, so it will not be lost if 252 // in their inventory, so it will not be lost if
253 // they are offline. 253 // they are offline.
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index bb98dba..ee07f30 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -259,7 +259,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
259 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field, 259 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
260 // it's actually doing a lot of work. 260 // it's actually doing a lot of work.
261 IPEndPoint endPoint = finalDestination.ExternalEndPoint; 261 IPEndPoint endPoint = finalDestination.ExternalEndPoint;
262 if (endPoint.Address != null) 262 if (endPoint != null && endPoint.Address != null)
263 { 263 {
264 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from 264 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from
265 // both regions 265 // both regions
@@ -446,6 +446,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
446 // Now let's make it officially a child agent 446 // Now let's make it officially a child agent
447 sp.MakeChildAgent(); 447 sp.MakeChildAgent();
448 448
449 sp.Scene.CleanDroppedAttachments();
450
449 // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone 451 // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
450 452
451 if (NeedsClosing(oldRegionX, newRegionX, oldRegionY, newRegionY, reg)) 453 if (NeedsClosing(oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
@@ -561,6 +563,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
561 563
562 if (uinfo != null) 564 if (uinfo != null)
563 { 565 {
566 if (uinfo.HomeRegionID == UUID.Zero)
567 {
568 // can't find the Home region: Tell viewer and abort
569 client.SendTeleportFailed("You don't have a home position set.");
570 return;
571 }
564 GridRegion regionInfo = m_aScene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID); 572 GridRegion regionInfo = m_aScene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID);
565 if (regionInfo == null) 573 if (regionInfo == null)
566 { 574 {
@@ -568,7 +576,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
568 client.SendTeleportFailed("Your home region could not be found."); 576 client.SendTeleportFailed("Your home region could not be found.");
569 return; 577 return;
570 } 578 }
571 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: User's home region is {0} {1} ({2}-{3})", 579 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: User's home region is {0} {1} ({2}-{3})",
572 regionInfo.RegionName, regionInfo.RegionID, regionInfo.RegionLocX / Constants.RegionSize, regionInfo.RegionLocY / Constants.RegionSize); 580 regionInfo.RegionName, regionInfo.RegionID, regionInfo.RegionLocX / Constants.RegionSize, regionInfo.RegionLocY / Constants.RegionSize);
573 581
574 // a little eekie that this goes back to Scene and with a forced cast, will fix that at some point... 582 // a little eekie that this goes back to Scene and with a forced cast, will fix that at some point...
@@ -576,6 +584,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
576 client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt, 584 client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt,
577 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome)); 585 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
578 } 586 }
587 else
588 {
589 // can't find the Home region: Tell viewer and abort
590 client.SendTeleportFailed("Your home region could not be found.");
591 return;
592 }
579 } 593 }
580 594
581 #endregion 595 #endregion
@@ -863,15 +877,19 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
863 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID); 877 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
864 878
865 IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>(); 879 IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>();
866 if (eq != null) 880 IPEndPoint neighbourExternal = neighbourRegion.ExternalEndPoint;
881 if (neighbourExternal != null)
867 { 882 {
868 eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, 883 if (eq != null)
869 capsPath, agent.UUID, agent.ControllingClient.SessionId); 884 {
870 } 885 eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourExternal,
871 else 886 capsPath, agent.UUID, agent.ControllingClient.SessionId);
872 { 887 }
873 agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, 888 else
874 capsPath); 889 {
890 agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourExternal,
891 capsPath);
892 }
875 } 893 }
876 894
877 if (!WaitForCallback(agent.UUID)) 895 if (!WaitForCallback(agent.UUID))
@@ -969,10 +987,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
969 agent.Viewer = currentAgentCircuit.Viewer; 987 agent.Viewer = currentAgentCircuit.Viewer;
970 } 988 }
971 989
972 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 990 IPEndPoint external = region.ExternalEndPoint;
973 d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true, 991 if (external != null)
992 {
993 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
994 d.BeginInvoke(sp, agent, region, external, true,
974 InformClientOfNeighbourCompleted, 995 InformClientOfNeighbourCompleted,
975 d); 996 d);
997 }
976 } 998 }
977 #endregion 999 #endregion
978 1000
@@ -1101,6 +1123,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1101 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1123 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1102 try 1124 try
1103 { 1125 {
1126 //neighbour.ExternalEndPoint may return null, which will be caught
1104 d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent, 1127 d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent,
1105 InformClientOfNeighbourCompleted, 1128 InformClientOfNeighbourCompleted,
1106 d); 1129 d);
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index 6decf54..2a36362 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -219,6 +219,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
219 219
220 Vector3 originalPosition = objectGroup.AbsolutePosition; 220 Vector3 originalPosition = objectGroup.AbsolutePosition;
221 221
222 // Restore attachment data after trip through the sim
223 if (objectGroup.RootPart.AttachPoint > 0)
224 inventoryStoredPosition = objectGroup.RootPart.AttachOffset;
225 objectGroup.RootPart.Shape.State = objectGroup.RootPart.AttachPoint;
226
222 objectGroup.AbsolutePosition = inventoryStoredPosition; 227 objectGroup.AbsolutePosition = inventoryStoredPosition;
223 228
224 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(objectGroup); 229 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(objectGroup);
@@ -491,6 +496,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
491 496
492 if (item != null) 497 if (item != null)
493 { 498 {
499 if (item.ID == UUID.Zero)
500 {
501 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 1");
502 }
503
494 AssetBase rezAsset = m_Scene.AssetService.Get(item.AssetID.ToString()); 504 AssetBase rezAsset = m_Scene.AssetService.Get(item.AssetID.ToString());
495 505
496 if (rezAsset != null) 506 if (rezAsset != null)
@@ -513,17 +523,30 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
513 itemId = item.ID; 523 itemId = item.ID;
514 } 524 }
515 525
526 if (item.ID == UUID.Zero)
527 {
528 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 2");
529 }
530
516 string xmlData = Utils.BytesToString(rezAsset.Data); 531 string xmlData = Utils.BytesToString(rezAsset.Data);
517 SceneObjectGroup group 532 SceneObjectGroup group
518 = SceneObjectSerializer.FromOriginalXmlFormat(itemId, xmlData); 533 = SceneObjectSerializer.FromOriginalXmlFormat(itemId, xmlData);
519 534 Vector3 storedPosition = group.AbsolutePosition;
535 if (group.UUID == UUID.Zero)
536 {
537 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 3");
538 }
520 group.RootPart.FromFolderID = item.Folder; 539 group.RootPart.FromFolderID = item.Folder;
521 540
522 // If it's rezzed in world, select it. Much easier to 541 // If it's rezzed in world, select it. Much easier to
523 // find small items. 542 // find small items.
524 // 543 //
525 if (!attachment) 544 if (!attachment)
545 {
526 group.RootPart.CreateSelected = true; 546 group.RootPart.CreateSelected = true;
547 foreach (SceneObjectPart child in group.Children.Values)
548 child.CreateSelected = true;
549 }
527 550
528 if (!m_Scene.Permissions.CanRezObject( 551 if (!m_Scene.Permissions.CanRezObject(
529 group.PrimCount, remoteClient.AgentId, pos) 552 group.PrimCount, remoteClient.AgentId, pos)
@@ -538,9 +561,15 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
538 remoteClient.SendBulkUpdateInventory(item); 561 remoteClient.SendBulkUpdateInventory(item);
539 return null; 562 return null;
540 } 563 }
541 564 if (group.UUID == UUID.Zero)
565 {
566 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 4");
567 }
542 group.ResetIDs(); 568 group.ResetIDs();
543 569 if (group.UUID == UUID.Zero)
570 {
571 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 5");
572 }
544 if (attachment) 573 if (attachment)
545 { 574 {
546 group.RootPart.Flags |= PrimFlags.Phantom; 575 group.RootPart.Flags |= PrimFlags.Phantom;
@@ -572,7 +601,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
572 { 601 {
573 group.SetFromItemID(itemID); 602 group.SetFromItemID(itemID);
574 } 603 }
575 604 if (group.UUID == UUID.Zero)
605 {
606 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 6");
607 }
576 SceneObjectPart rootPart = null; 608 SceneObjectPart rootPart = null;
577 try 609 try
578 { 610 {
@@ -587,7 +619,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
587 619
588 m_log.Error("[AGENT INVENTORY]: Error rezzing ItemID: " + itemID + " object has no rootpart." + isAttachment); 620 m_log.Error("[AGENT INVENTORY]: Error rezzing ItemID: " + itemID + " object has no rootpart." + isAttachment);
589 } 621 }
590 622 if (group.UUID == UUID.Zero)
623 {
624 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 7");
625 }
591 // Since renaming the item in the inventory does not affect the name stored 626 // Since renaming the item in the inventory does not affect the name stored
592 // in the serialization, transfer the correct name from the inventory to the 627 // in the serialization, transfer the correct name from the inventory to the
593 // object itself before we rez. 628 // object itself before we rez.
@@ -617,7 +652,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
617 group.ApplyNextOwnerPermissions(); 652 group.ApplyNextOwnerPermissions();
618 } 653 }
619 } 654 }
620 655 if (group.UUID == UUID.Zero)
656 {
657 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 8");
658 }
621 foreach (SceneObjectPart part in partList) 659 foreach (SceneObjectPart part in partList)
622 { 660 {
623 if ((part.OwnerID != item.Owner) || (item.CurrentPermissions & 16) != 0) 661 if ((part.OwnerID != item.Owner) || (item.CurrentPermissions & 16) != 0)
@@ -630,13 +668,23 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
630 part.EveryoneMask = item.EveryOnePermissions; 668 part.EveryoneMask = item.EveryOnePermissions;
631 part.NextOwnerMask = item.NextPermissions; 669 part.NextOwnerMask = item.NextPermissions;
632 } 670 }
633 671 if (group.UUID == UUID.Zero)
672 {
673 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 9");
674 }
634 rootPart.TrimPermissions(); 675 rootPart.TrimPermissions();
635 676 if (group.UUID == UUID.Zero)
677 {
678 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 10");
679 }
636 if (!attachment) 680 if (!attachment)
637 { 681 {
638 if (group.RootPart.Shape.PCode == (byte)PCode.Prim) 682 if (group.RootPart.Shape.PCode == (byte)PCode.Prim)
639 { 683 {
684 // Save attachment data
685 group.RootPart.AttachPoint = group.RootPart.Shape.State;
686 group.RootPart.AttachOffset = storedPosition;
687
640 group.ClearPartAttachmentData(); 688 group.ClearPartAttachmentData();
641 } 689 }
642 690
@@ -662,8 +710,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
662 } 710 }
663 } 711 }
664 } 712 }
665 713 if (group.UUID == UUID.Zero)
666 return rootPart.ParentGroup; 714 {
715 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 11");
716 }
717 return group;
667 } 718 }
668 } 719 }
669 720
diff --git a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
index 9b565ed..1fd1f47 100644
--- a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
@@ -142,7 +142,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
142 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" }); 142 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" });
143 return urlcode; 143 return urlcode;
144 } 144 }
145 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString() + "/"; 145 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString();
146 146
147 UrlData urlData = new UrlData(); 147 UrlData urlData = new UrlData();
148 urlData.hostID = host.UUID; 148 urlData.hostID = host.UUID;
@@ -152,10 +152,9 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
152 urlData.urlcode = urlcode; 152 urlData.urlcode = urlcode;
153 urlData.requests = new Dictionary<UUID, RequestData>(); 153 urlData.requests = new Dictionary<UUID, RequestData>();
154 154
155
156 m_UrlMap[url] = urlData; 155 m_UrlMap[url] = urlData;
157 156
158 string uri = "/lslhttp/" + urlcode.ToString() + "/"; 157 string uri = "/lslhttp/" + urlcode.ToString();
159 158
160 m_HttpServer.AddPollServiceHTTPHandler(uri,HandleHttpPoll, 159 m_HttpServer.AddPollServiceHTTPHandler(uri,HandleHttpPoll,
161 new PollServiceEventArgs(HttpRequestHandler,HasEvents, GetEvents, NoEvents, 160 new PollServiceEventArgs(HttpRequestHandler,HasEvents, GetEvents, NoEvents,
@@ -386,6 +385,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
386 385
387 return response; 386 return response;
388 } 387 }
388
389 public void HttpRequestHandler(UUID requestID, Hashtable request) 389 public void HttpRequestHandler(UUID requestID, Hashtable request)
390 { 390 {
391 lock (request) 391 lock (request)
@@ -400,8 +400,8 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
400 400
401 int pos1 = uri.IndexOf("/");// /lslhttp 401 int pos1 = uri.IndexOf("/");// /lslhttp
402 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/ 402 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/
403 int pos3 = uri.IndexOf("/", pos2 + 1);// /lslhttp/<UUID>/ 403 int pos3 = pos2 + 37; // /lslhttp/urlcode
404 string uri_tmp = uri.Substring(0, pos3 + 1); 404 string uri_tmp = uri.Substring(0, pos3);
405 //HTTP server code doesn't provide us with QueryStrings 405 //HTTP server code doesn't provide us with QueryStrings
406 string pathInfo; 406 string pathInfo;
407 string queryString; 407 string queryString;
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/Tests/GridConnectorsTests.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/Tests/GridConnectorsTests.cs
index e54ee02..ebfba2b 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/Tests/GridConnectorsTests.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/Tests/GridConnectorsTests.cs
@@ -57,9 +57,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid.Tests
57 config.Configs["Modules"].Set("GridServices", "LocalGridServicesConnector"); 57 config.Configs["Modules"].Set("GridServices", "LocalGridServicesConnector");
58 config.Configs["GridService"].Set("LocalServiceModule", "OpenSim.Services.GridService.dll:GridService"); 58 config.Configs["GridService"].Set("LocalServiceModule", "OpenSim.Services.GridService.dll:GridService");
59 config.Configs["GridService"].Set("StorageProvider", "OpenSim.Data.Null.dll"); 59 config.Configs["GridService"].Set("StorageProvider", "OpenSim.Data.Null.dll");
60 config.Configs["GridService"].Set("Region_Test_Region_1", "DefaultRegion"); 60 config.Configs["GridService"].Set("Region_Test_Region_1", "DefaultRegion");
61 config.Configs["GridService"].Set("Region_Test_Region_2", "FallbackRegion"); 61 config.Configs["GridService"].Set("Region_Test_Region_2", "FallbackRegion");
62 config.Configs["GridService"].Set("Region_Test_Region_3", "FallbackRegion"); 62 config.Configs["GridService"].Set("Region_Test_Region_3", "FallbackRegion");
63 config.Configs["GridService"].Set("Region_Other_Region_4", "FallbackRegion"); 63 config.Configs["GridService"].Set("Region_Other_Region_4", "FallbackRegion");
64 64
65 m_LocalConnector = new LocalGridServicesConnector(config); 65 m_LocalConnector = new LocalGridServicesConnector(config);
@@ -128,8 +128,8 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid.Tests
128 Assert.IsNotNull(result, "Retrieved GetRegionByName is null"); 128 Assert.IsNotNull(result, "Retrieved GetRegionByName is null");
129 Assert.That(result.RegionName, Is.EqualTo("Test Region 1"), "Retrieved region's name does not match"); 129 Assert.That(result.RegionName, Is.EqualTo("Test Region 1"), "Retrieved region's name does not match");
130 130
131 m_LocalConnector.RegisterRegion(UUID.Zero, r2); 131 m_LocalConnector.RegisterRegion(UUID.Zero, r2);
132 m_LocalConnector.RegisterRegion(UUID.Zero, r3); 132 m_LocalConnector.RegisterRegion(UUID.Zero, r3);
133 m_LocalConnector.RegisterRegion(UUID.Zero, r4); 133 m_LocalConnector.RegisterRegion(UUID.Zero, r4);
134 134
135 result = m_LocalConnector.GetRegionByUUID(UUID.Zero, new UUID(1)); 135 result = m_LocalConnector.GetRegionByUUID(UUID.Zero, new UUID(1));
@@ -154,38 +154,38 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid.Tests
154 Assert.IsNotNull(results, "Retrieved GetRegionRange collection is null"); 154 Assert.IsNotNull(results, "Retrieved GetRegionRange collection is null");
155 Assert.That(results.Count, Is.EqualTo(2), "Retrieved neighbour collection is not the number expected"); 155 Assert.That(results.Count, Is.EqualTo(2), "Retrieved neighbour collection is not the number expected");
156 156
157 results = m_LocalConnector.GetDefaultRegions(UUID.Zero); 157 results = m_LocalConnector.GetDefaultRegions(UUID.Zero);
158 Assert.IsNotNull(results, "Retrieved GetDefaultRegions collection is null"); 158 Assert.IsNotNull(results, "Retrieved GetDefaultRegions collection is null");
159 Assert.That(results.Count, Is.EqualTo(1), "Retrieved default regions collection has not the expected size"); 159 Assert.That(results.Count, Is.EqualTo(1), "Retrieved default regions collection has not the expected size");
160 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(1)), "Retrieved default region's UUID does not match"); 160 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(1)), "Retrieved default region's UUID does not match");
161 161
162 results = m_LocalConnector.GetFallbackRegions(UUID.Zero, r1.RegionLocX, r1.RegionLocY); 162 results = m_LocalConnector.GetFallbackRegions(UUID.Zero, r1.RegionLocX, r1.RegionLocY);
163 Assert.IsNotNull(results, "Retrieved GetFallbackRegions collection for region 1 is null"); 163 Assert.IsNotNull(results, "Retrieved GetFallbackRegions collection for region 1 is null");
164 Assert.That(results.Count, Is.EqualTo(3), "Retrieved fallback regions collection for region 1 has not the expected size"); 164 Assert.That(results.Count, Is.EqualTo(3), "Retrieved fallback regions collection for region 1 has not the expected size");
165 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(2)), "Retrieved fallback regions for default region are not in the expected order 2-4-3"); 165 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(2)), "Retrieved fallback regions for default region are not in the expected order 2-4-3");
166 Assert.That(results[1].RegionID, Is.EqualTo(new UUID(4)), "Retrieved fallback regions for default region are not in the expected order 2-4-3"); 166 Assert.That(results[1].RegionID, Is.EqualTo(new UUID(4)), "Retrieved fallback regions for default region are not in the expected order 2-4-3");
167 Assert.That(results[2].RegionID, Is.EqualTo(new UUID(3)), "Retrieved fallback regions for default region are not in the expected order 2-4-3"); 167 Assert.That(results[2].RegionID, Is.EqualTo(new UUID(3)), "Retrieved fallback regions for default region are not in the expected order 2-4-3");
168 168
169 results = m_LocalConnector.GetFallbackRegions(UUID.Zero, r2.RegionLocX, r2.RegionLocY); 169 results = m_LocalConnector.GetFallbackRegions(UUID.Zero, r2.RegionLocX, r2.RegionLocY);
170 Assert.IsNotNull(results, "Retrieved GetFallbackRegions collection for region 2 is null"); 170 Assert.IsNotNull(results, "Retrieved GetFallbackRegions collection for region 2 is null");
171 Assert.That(results.Count, Is.EqualTo(3), "Retrieved fallback regions collection for region 2 has not the expected size"); 171 Assert.That(results.Count, Is.EqualTo(3), "Retrieved fallback regions collection for region 2 has not the expected size");
172 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(2)), "Retrieved fallback regions are not in the expected order 2-4-3"); 172 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(2)), "Retrieved fallback regions are not in the expected order 2-4-3");
173 Assert.That(results[1].RegionID, Is.EqualTo(new UUID(4)), "Retrieved fallback regions are not in the expected order 2-4-3"); 173 Assert.That(results[1].RegionID, Is.EqualTo(new UUID(4)), "Retrieved fallback regions are not in the expected order 2-4-3");
174 Assert.That(results[2].RegionID, Is.EqualTo(new UUID(3)), "Retrieved fallback regions are not in the expected order 2-4-3"); 174 Assert.That(results[2].RegionID, Is.EqualTo(new UUID(3)), "Retrieved fallback regions are not in the expected order 2-4-3");
175 175
176 results = m_LocalConnector.GetFallbackRegions(UUID.Zero, r3.RegionLocX, r3.RegionLocY); 176 results = m_LocalConnector.GetFallbackRegions(UUID.Zero, r3.RegionLocX, r3.RegionLocY);
177 Assert.IsNotNull(results, "Retrieved GetFallbackRegions collection for region 3 is null"); 177 Assert.IsNotNull(results, "Retrieved GetFallbackRegions collection for region 3 is null");
178 Assert.That(results.Count, Is.EqualTo(3), "Retrieved fallback regions collection for region 3 has not the expected size"); 178 Assert.That(results.Count, Is.EqualTo(3), "Retrieved fallback regions collection for region 3 has not the expected size");
179 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(3)), "Retrieved fallback regions are not in the expected order 3-4-2"); 179 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(3)), "Retrieved fallback regions are not in the expected order 3-4-2");
180 Assert.That(results[1].RegionID, Is.EqualTo(new UUID(4)), "Retrieved fallback regions are not in the expected order 3-4-2"); 180 Assert.That(results[1].RegionID, Is.EqualTo(new UUID(4)), "Retrieved fallback regions are not in the expected order 3-4-2");
181 Assert.That(results[2].RegionID, Is.EqualTo(new UUID(2)), "Retrieved fallback regions are not in the expected order 3-4-2"); 181 Assert.That(results[2].RegionID, Is.EqualTo(new UUID(2)), "Retrieved fallback regions are not in the expected order 3-4-2");
182 182
183 results = m_LocalConnector.GetFallbackRegions(UUID.Zero, r4.RegionLocX, r4.RegionLocY); 183 results = m_LocalConnector.GetFallbackRegions(UUID.Zero, r4.RegionLocX, r4.RegionLocY);
184 Assert.IsNotNull(results, "Retrieved GetFallbackRegions collection for region 4 is null"); 184 Assert.IsNotNull(results, "Retrieved GetFallbackRegions collection for region 4 is null");
185 Assert.That(results.Count, Is.EqualTo(3), "Retrieved fallback regions collection for region 4 has not the expected size"); 185 Assert.That(results.Count, Is.EqualTo(3), "Retrieved fallback regions collection for region 4 has not the expected size");
186 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(4)), "Retrieved fallback regions are not in the expected order 4-3-2"); 186 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(4)), "Retrieved fallback regions are not in the expected order 4-3-2");
187 Assert.That(results[1].RegionID, Is.EqualTo(new UUID(3)), "Retrieved fallback regions are not in the expected order 4-3-2"); 187 Assert.That(results[1].RegionID, Is.EqualTo(new UUID(3)), "Retrieved fallback regions are not in the expected order 4-3-2");
188 Assert.That(results[2].RegionID, Is.EqualTo(new UUID(2)), "Retrieved fallback regions are not in the expected order 4-3-2"); 188 Assert.That(results[2].RegionID, Is.EqualTo(new UUID(2)), "Retrieved fallback regions are not in the expected order 4-3-2");
189 189
190 results = m_LocalConnector.GetHyperlinks(UUID.Zero); 190 results = m_LocalConnector.GetHyperlinks(UUID.Zero);
191 Assert.IsNotNull(results, "Retrieved GetHyperlinks list is null"); 191 Assert.IsNotNull(results, "Retrieved GetHyperlinks list is null");
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
index e32dbb3..329a259 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
@@ -290,6 +290,23 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
290 return false; 290 return false;
291 } 291 }
292 292
293 public bool CloseChildAgent(GridRegion destination, UUID id)
294 {
295 if (destination == null)
296 return false;
297
298 foreach (Scene s in m_sceneList)
299 {
300 if (s.RegionInfo.RegionID == destination.RegionID)
301 {
302 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent");
303 return s.IncomingCloseChildAgent(id);
304 }
305 }
306 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
307 return false;
308 }
309
293 /** 310 /**
294 * Object-related communications 311 * Object-related communications
295 */ 312 */
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
index 3f577f2..e16e273 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
@@ -252,6 +252,21 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
252 return false; 252 return false;
253 } 253 }
254 254
255 public bool CloseChildAgent(GridRegion destination, UUID id)
256 {
257 if (destination == null)
258 return false;
259
260 // Try local first
261 if (m_localBackend.CloseChildAgent(destination, id))
262 return true;
263
264 // else do the remote thing
265 if (!m_localBackend.IsLocalRegion(destination.RegionHandle))
266 return m_remoteConnector.CloseChildAgent(destination, id);
267
268 return false;
269 }
255 270
256 public bool CloseAgent(GridRegion destination, UUID id) 271 public bool CloseAgent(GridRegion destination, UUID id)
257 { 272 {
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
index e1bc243..fb2edb9 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
@@ -55,7 +55,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
55 if (account != null) 55 if (account != null)
56 m_NameCache.AddOrUpdate(account.Name, account.PrincipalID, DateTime.Now + TimeSpan.FromMinutes(2.0d)); 56 m_NameCache.AddOrUpdate(account.Name, account.PrincipalID, DateTime.Now + TimeSpan.FromMinutes(2.0d));
57 57
58 m_log.DebugFormat("[USER CACHE]: cached user {0}", userID); 58 // m_log.DebugFormat("[USER CACHE]: cached user {0}", userID);
59 } 59 }
60 60
61 public UserAccount Get(UUID userID, out bool inCache) 61 public UserAccount Get(UUID userID, out bool inCache)
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
index 1623e6e..a402f4f 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
@@ -263,21 +263,20 @@ namespace OpenSim.Region.CoreModules.World.Archiver
263 // Fix ownership/creator of inventory items 263 // Fix ownership/creator of inventory items
264 // Not doing so results in inventory items 264 // Not doing so results in inventory items
265 // being no copy/no mod for everyone 265 // being no copy/no mod for everyone
266 lock (part.TaskInventory) 266 part.TaskInventory.LockItemsForRead(true);
267 TaskInventoryDictionary inv = part.TaskInventory;
268 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
267 { 269 {
268 TaskInventoryDictionary inv = part.TaskInventory; 270 if (!ResolveUserUuid(kvp.Value.OwnerID))
269 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
270 { 271 {
271 if (!ResolveUserUuid(kvp.Value.OwnerID)) 272 kvp.Value.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
272 { 273 }
273 kvp.Value.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner; 274 if (!ResolveUserUuid(kvp.Value.CreatorID))
274 } 275 {
275 if (!ResolveUserUuid(kvp.Value.CreatorID)) 276 kvp.Value.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner;
276 {
277 kvp.Value.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner;
278 }
279 } 277 }
280 } 278 }
279 part.TaskInventory.LockItemsForRead(false);
281 } 280 }
282 } 281 }
283 282
diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
index 5025c88..6e7971e 100644
--- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
@@ -29,6 +29,7 @@ using System.Collections.Generic;
29using System.IO; 29using System.IO;
30using System.Reflection; 30using System.Reflection;
31using System.Security; 31using System.Security;
32using System.Timers;
32using log4net; 33using log4net;
33using Nini.Config; 34using Nini.Config;
34using OpenMetaverse; 35using OpenMetaverse;
@@ -45,6 +46,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
45 private delegate void LookupUUIDS(List<UUID> uuidLst); 46 private delegate void LookupUUIDS(List<UUID> uuidLst);
46 47
47 private Scene m_scene; 48 private Scene m_scene;
49 private Timer m_regionChangeTimer = new Timer();
48 50
49 private EstateTerrainXferHandler TerrainUploader; 51 private EstateTerrainXferHandler TerrainUploader;
50 52
@@ -250,7 +252,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
250 252
251 if ((estateAccessType & 4) != 0) // User add 253 if ((estateAccessType & 4) != 0) // User add
252 { 254 {
253 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, true) || m_scene.Permissions.BypassPermissions()) 255 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, false) || m_scene.Permissions.BypassPermissions())
254 { 256 {
255 m_scene.RegionInfo.EstateSettings.AddEstateUser(user); 257 m_scene.RegionInfo.EstateSettings.AddEstateUser(user);
256 m_scene.RegionInfo.EstateSettings.Save(); 258 m_scene.RegionInfo.EstateSettings.Save();
@@ -265,7 +267,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
265 } 267 }
266 if ((estateAccessType & 8) != 0) // User remove 268 if ((estateAccessType & 8) != 0) // User remove
267 { 269 {
268 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, true) || m_scene.Permissions.BypassPermissions()) 270 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, false) || m_scene.Permissions.BypassPermissions())
269 { 271 {
270 m_scene.RegionInfo.EstateSettings.RemoveEstateUser(user); 272 m_scene.RegionInfo.EstateSettings.RemoveEstateUser(user);
271 m_scene.RegionInfo.EstateSettings.Save(); 273 m_scene.RegionInfo.EstateSettings.Save();
@@ -280,7 +282,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
280 } 282 }
281 if ((estateAccessType & 16) != 0) // Group add 283 if ((estateAccessType & 16) != 0) // Group add
282 { 284 {
283 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, true) || m_scene.Permissions.BypassPermissions()) 285 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, false) || m_scene.Permissions.BypassPermissions())
284 { 286 {
285 m_scene.RegionInfo.EstateSettings.AddEstateGroup(user); 287 m_scene.RegionInfo.EstateSettings.AddEstateGroup(user);
286 m_scene.RegionInfo.EstateSettings.Save(); 288 m_scene.RegionInfo.EstateSettings.Save();
@@ -294,7 +296,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
294 } 296 }
295 if ((estateAccessType & 32) != 0) // Group remove 297 if ((estateAccessType & 32) != 0) // Group remove
296 { 298 {
297 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, true) || m_scene.Permissions.BypassPermissions()) 299 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, false) || m_scene.Permissions.BypassPermissions())
298 { 300 {
299 m_scene.RegionInfo.EstateSettings.RemoveEstateGroup(user); 301 m_scene.RegionInfo.EstateSettings.RemoveEstateGroup(user);
300 m_scene.RegionInfo.EstateSettings.Save(); 302 m_scene.RegionInfo.EstateSettings.Save();
@@ -896,6 +898,9 @@ namespace OpenSim.Region.CoreModules.World.Estate
896 m_scene.RegisterModuleInterface<IEstateModule>(this); 898 m_scene.RegisterModuleInterface<IEstateModule>(this);
897 m_scene.EventManager.OnNewClient += EventManager_OnNewClient; 899 m_scene.EventManager.OnNewClient += EventManager_OnNewClient;
898 m_scene.EventManager.OnRequestChangeWaterHeight += changeWaterHeight; 900 m_scene.EventManager.OnRequestChangeWaterHeight += changeWaterHeight;
901 m_regionChangeTimer.AutoReset = false;
902 m_regionChangeTimer.Interval = 2000;
903 m_regionChangeTimer.Elapsed += RaiseRegionInfoChange;
899 904
900 m_scene.AddCommand(this, "set terrain texture", 905 m_scene.AddCommand(this, "set terrain texture",
901 "set terrain texture <number> <uuid> [<x>] [<y>]", 906 "set terrain texture <number> <uuid> [<x>] [<y>]",
@@ -1166,6 +1171,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1166 1171
1167 protected void TriggerRegionInfoChange() 1172 protected void TriggerRegionInfoChange()
1168 { 1173 {
1174 m_regionChangeTimer.Stop();
1175 m_regionChangeTimer.Start();
1176 }
1177
1178 protected void RaiseRegionInfoChange(object sender, ElapsedEventArgs e)
1179 {
1169 ChangeDelegate change = OnRegionInfoChange; 1180 ChangeDelegate change = OnRegionInfoChange;
1170 1181
1171 if (change != null) 1182 if (change != null)
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index 15dc301..d00cb07 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
@@ -83,6 +83,8 @@ namespace OpenSim.Region.CoreModules.World.Land
83 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1; 83 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
84 84
85 private bool m_allowedForcefulBans = true; 85 private bool m_allowedForcefulBans = true;
86 private UUID DefaultGodParcelGroup;
87 private string DefaultGodParcelName;
86 88
87 // caches ExtendedLandData 89 // caches ExtendedLandData
88 private Cache parcelInfoCache; 90 private Cache parcelInfoCache;
@@ -97,6 +99,12 @@ namespace OpenSim.Region.CoreModules.World.Land
97 99
98 public void Initialise(IConfigSource source) 100 public void Initialise(IConfigSource source)
99 { 101 {
102 IConfig cnf = source.Configs["LandManagement"];
103 if (cnf != null)
104 {
105 DefaultGodParcelGroup = new UUID(cnf.GetString("DefaultAdministratorGroupUUID", UUID.Zero.ToString()));
106 DefaultGodParcelName = cnf.GetString("DefaultAdministratorParcelName", "Default Parcel");
107 }
100 } 108 }
101 109
102 public void AddRegion(Scene scene) 110 public void AddRegion(Scene scene)
@@ -161,7 +169,7 @@ namespace OpenSim.Region.CoreModules.World.Land
161 client.OnParcelGodForceOwner += ClientOnParcelGodForceOwner; 169 client.OnParcelGodForceOwner += ClientOnParcelGodForceOwner;
162 client.OnParcelReclaim += ClientOnParcelReclaim; 170 client.OnParcelReclaim += ClientOnParcelReclaim;
163 client.OnParcelInfoRequest += ClientOnParcelInfoRequest; 171 client.OnParcelInfoRequest += ClientOnParcelInfoRequest;
164 client.OnParcelDwellRequest += ClientOnParcelDwellRequest; 172// client.OnParcelDwellRequest += ClientOnParcelDwellRequest;
165 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup; 173 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup;
166 client.OnPreAgentUpdate += ClientOnPreAgentUpdate; 174 client.OnPreAgentUpdate += ClientOnPreAgentUpdate;
167 175
@@ -352,7 +360,7 @@ namespace OpenSim.Region.CoreModules.World.Land
352 { 360 {
353 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT) 361 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT)
354 { 362 {
355 if (parcelAvatarIsEntering.IsBannedFromLand(avatar.UUID)) 363 if (parcelAvatarIsEntering.IsEitherBannedOrRestricted(avatar.UUID))
356 { 364 {
357 SendYouAreBannedNotice(avatar); 365 SendYouAreBannedNotice(avatar);
358 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar)); 366 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
@@ -649,7 +657,7 @@ namespace OpenSim.Region.CoreModules.World.Land
649 int x; 657 int x;
650 int y; 658 int y;
651 659
652 if (x_float > Constants.RegionSize || x_float <= 0 || y_float > Constants.RegionSize || y_float <= 0) 660 if (x_float > Constants.RegionSize || x_float < 0 || y_float > Constants.RegionSize || y_float < 0)
653 return null; 661 return null;
654 662
655 try 663 try
@@ -992,6 +1000,10 @@ namespace OpenSim.Region.CoreModules.World.Land
992 //Owner Flag 1000 //Owner Flag
993 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER); 1001 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER);
994 } 1002 }
1003 else if (currentParcelBlock.LandData.IsGroupOwned && remote_client.IsGroupMember(currentParcelBlock.LandData.GroupID))
1004 {
1005 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_GROUP);
1006 }
995 else if (currentParcelBlock.LandData.SalePrice > 0 && 1007 else if (currentParcelBlock.LandData.SalePrice > 0 &&
996 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero || 1008 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero ||
997 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId)) 1009 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId))
@@ -1292,18 +1304,31 @@ namespace OpenSim.Region.CoreModules.World.Land
1292 1304
1293 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data) 1305 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data)
1294 { 1306 {
1295 for (int i = 0; i < data.Count; i++) 1307 lock (m_landList)
1296 { 1308 {
1297 IncomingLandObjectFromStorage(data[i]); 1309 //Remove all the land objects in the sim and then process our new data
1310 foreach (int n in m_landList.Keys)
1311 {
1312 m_scene.EventManager.TriggerLandObjectRemoved(m_landList[n].LandData.GlobalID);
1313 }
1314 m_landIDList.Initialize();
1315 m_landList.Clear();
1316
1317 for (int i = 0; i < data.Count; i++)
1318 {
1319 IncomingLandObjectFromStorage(data[i]);
1320 }
1298 } 1321 }
1299 } 1322 }
1300 1323
1301 public void IncomingLandObjectFromStorage(LandData data) 1324 public void IncomingLandObjectFromStorage(LandData data)
1302 { 1325 {
1326
1303 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene); 1327 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene);
1304 new_land.LandData = data.Copy(); 1328 new_land.LandData = data.Copy();
1305 new_land.SetLandBitmapFromByteArray(); 1329 new_land.SetLandBitmapFromByteArray();
1306 AddLandObject(new_land); 1330 AddLandObject(new_land);
1331 new_land.SendLandUpdateToAvatarsOverMe();
1307 } 1332 }
1308 1333
1309 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient) 1334 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
@@ -1524,5 +1549,321 @@ namespace OpenSim.Region.CoreModules.World.Land
1524 1549
1525 UpdateLandObject(localID, land.LandData); 1550 UpdateLandObject(localID, land.LandData);
1526 } 1551 }
1552
1553 public void ClientOnParcelGodMark(IClientAPI client, UUID god, int landID)
1554 {
1555 ILandObject land = null;
1556 List<ILandObject> Land = ((Scene)client.Scene).LandChannel.AllParcels();
1557 foreach (ILandObject landObject in Land)
1558 {
1559 if (landObject.LandData.LocalID == landID)
1560 {
1561 land = landObject;
1562 }
1563 }
1564 land.DeedToGroup(DefaultGodParcelGroup);
1565 land.LandData.Name = DefaultGodParcelName;
1566 land.SendLandUpdateToAvatarsOverMe();
1567 }
1568
1569 private void ClientOnSimWideDeletes(IClientAPI client, UUID agentID, int flags, UUID targetID)
1570 {
1571 ScenePresence SP;
1572 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out SP);
1573 List<SceneObjectGroup> returns = new List<SceneObjectGroup>();
1574 if (SP.GodLevel != 0)
1575 {
1576 if (flags == 0) //All parcels, scripted or not
1577 {
1578 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1579 {
1580 if (e.OwnerID == targetID)
1581 {
1582 returns.Add(e);
1583 }
1584 }
1585 );
1586 }
1587 if (flags == 4) //All parcels, scripted object
1588 {
1589 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1590 {
1591 if (e.OwnerID == targetID)
1592 {
1593 if (e.scriptScore >= 0.01)
1594 {
1595 returns.Add(e);
1596 }
1597 }
1598 }
1599 );
1600 }
1601 if (flags == 4) //not target parcel, scripted object
1602 {
1603 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1604 {
1605 if (e.OwnerID == targetID)
1606 {
1607 ILandObject landobject = ((Scene)client.Scene).LandChannel.GetLandObject(e.AbsolutePosition.X, e.AbsolutePosition.Y);
1608 if (landobject.LandData.OwnerID != e.OwnerID)
1609 {
1610 if (e.scriptScore >= 0.01)
1611 {
1612 returns.Add(e);
1613 }
1614 }
1615 }
1616 }
1617 );
1618 }
1619 foreach (SceneObjectGroup ol in returns)
1620 {
1621 ReturnObject(ol, client);
1622 }
1623 }
1624 }
1625 public void ReturnObject(SceneObjectGroup obj, IClientAPI client)
1626 {
1627 SceneObjectGroup[] objs = new SceneObjectGroup[1];
1628 objs[0] = obj;
1629 ((Scene)client.Scene).returnObjects(objs, client.AgentId);
1630 }
1631
1632 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
1633
1634 public void ClientOnParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1635 {
1636 ScenePresence targetAvatar = null;
1637 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1638 ScenePresence parcelManager = null;
1639 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1640 System.Threading.Timer Timer;
1641
1642 if (targetAvatar.GodLevel == 0)
1643 {
1644 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1645 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1646 return;
1647 if (flags == 0)
1648 {
1649 targetAvatar.AllowMovement = false;
1650 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has frozen you for 30 seconds. You cannot move or interact with the world.");
1651 parcelManager.ControllingClient.SendAlertMessage("Avatar Frozen.");
1652 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
1653 Timer = new System.Threading.Timer(timeCB, targetAvatar, 30000, 0);
1654 Timers.Add(targetAvatar.UUID, Timer);
1655 }
1656 else
1657 {
1658 targetAvatar.AllowMovement = true;
1659 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has unfrozen you.");
1660 parcelManager.ControllingClient.SendAlertMessage("Avatar Unfrozen.");
1661 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1662 Timers.Remove(targetAvatar.UUID);
1663 Timer.Dispose();
1664 }
1665 }
1666 }
1667 private void OnEndParcelFrozen(object avatar)
1668 {
1669 ScenePresence targetAvatar = (ScenePresence)avatar;
1670 targetAvatar.AllowMovement = true;
1671 System.Threading.Timer Timer;
1672 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1673 Timers.Remove(targetAvatar.UUID);
1674 targetAvatar.ControllingClient.SendAgentAlertMessage("The freeze has worn off; you may go about your business.", false);
1675 }
1676
1677
1678 public void ClientOnParcelEjectUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1679 {
1680 ScenePresence targetAvatar = null;
1681 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1682 ScenePresence parcelManager = null;
1683 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1684 //Just eject
1685 if (flags == 0)
1686 {
1687 if (targetAvatar.GodLevel == 0)
1688 {
1689 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1690 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1691 return;
1692
1693 Vector3 position = new Vector3(0, 0, 0);
1694 List<ILandObject> allParcels = new List<ILandObject>();
1695 allParcels = AllParcels();
1696 if (allParcels.Count != 1)
1697 {
1698 foreach (ILandObject parcel in allParcels)
1699 {
1700 if (parcel.LandData.GlobalID != land.LandData.GlobalID)
1701 {
1702 if (parcel.IsEitherBannedOrRestricted(targetAvatar.UUID) != true)
1703 {
1704 for (int x = 1; x <= Constants.RegionSize; x += 2)
1705 {
1706 for (int y = 1; y <= Constants.RegionSize; y += 2)
1707 {
1708 if (parcel.ContainsPoint(x, y))
1709 {
1710 position = new Vector3(x, y, targetAvatar.AbsolutePosition.Z);
1711 targetAvatar.TeleportWithMomentum(position);
1712 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1713 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1714 return;
1715 }
1716 }
1717 }
1718 }
1719 }
1720 }
1721 }
1722 Vector3 targetVector;
1723 if (targetAvatar.AbsolutePosition.X > targetAvatar.AbsolutePosition.Y)
1724 {
1725 if (targetAvatar.AbsolutePosition.X > .5 * Constants.RegionSize)
1726 {
1727 targetVector = new Vector3(Constants.RegionSize, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1728 targetAvatar.TeleportWithMomentum(targetVector);
1729 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1730 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1731 return;
1732 }
1733 else
1734 {
1735 targetVector = new Vector3(0, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1736 targetAvatar.TeleportWithMomentum(targetVector);
1737 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1738 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1739 return;
1740 }
1741 }
1742 else
1743 {
1744 if (targetAvatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
1745 {
1746 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, Constants.RegionSize, targetAvatar.AbsolutePosition.Z); ;
1747 targetAvatar.TeleportWithMomentum(targetVector);
1748 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1749 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1750 return;
1751 }
1752 else
1753 {
1754 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, 0, targetAvatar.AbsolutePosition.Z); ;
1755 targetAvatar.TeleportWithMomentum(targetVector);
1756 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1757 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1758 return;
1759 }
1760 }
1761 }
1762 }
1763 //Eject and ban
1764 if (flags == 1)
1765 {
1766 if (targetAvatar.GodLevel == 0)
1767 {
1768 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1769 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1770 return;
1771
1772 Vector3 position = new Vector3(0, 0, 0);
1773 List<ILandObject> allParcels = new List<ILandObject>();
1774 allParcels = AllParcels();
1775 if (allParcels.Count != 1)
1776 {
1777 foreach (ILandObject parcel in allParcels)
1778 {
1779 if (parcel.LandData.GlobalID != land.LandData.GlobalID)
1780 {
1781 if (parcel.IsEitherBannedOrRestricted(targetAvatar.UUID) != true)
1782 {
1783 for (int x = 1; x <= Constants.RegionSize; x += 2)
1784 {
1785 for (int y = 1; y <= Constants.RegionSize; y += 2)
1786 {
1787 if (parcel.ContainsPoint(x, y))
1788 {
1789 position = new Vector3(x, y, targetAvatar.AbsolutePosition.Z);
1790 targetAvatar.TeleportWithMomentum(position);
1791 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1792 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1793 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1794 entry.AgentID = targetAvatar.UUID;
1795 entry.Flags = AccessList.Ban;
1796 entry.Time = new DateTime();
1797 land.LandData.ParcelAccessList.Add(entry);
1798 return;
1799 }
1800 }
1801 }
1802 }
1803 }
1804 }
1805 }
1806 Vector3 targetVector;
1807 if (targetAvatar.AbsolutePosition.X > targetAvatar.AbsolutePosition.Y)
1808 {
1809 if (targetAvatar.AbsolutePosition.X > .5 * Constants.RegionSize)
1810 {
1811 targetVector = new Vector3(Constants.RegionSize, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1812 targetAvatar.TeleportWithMomentum(targetVector);
1813 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1814 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1815 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1816 entry.AgentID = targetAvatar.UUID;
1817 entry.Flags = AccessList.Ban;
1818 entry.Time = new DateTime();
1819 land.LandData.ParcelAccessList.Add(entry);
1820 return;
1821 }
1822 else
1823 {
1824 targetVector = new Vector3(0, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1825 targetAvatar.TeleportWithMomentum(targetVector);
1826 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1827 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1828 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1829 entry.AgentID = targetAvatar.UUID;
1830 entry.Flags = AccessList.Ban;
1831 entry.Time = new DateTime();
1832 land.LandData.ParcelAccessList.Add(entry);
1833 return;
1834 }
1835 }
1836 else
1837 {
1838 if (targetAvatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
1839 {
1840 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, Constants.RegionSize, targetAvatar.AbsolutePosition.Z); ;
1841 targetAvatar.TeleportWithMomentum(targetVector);
1842 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1843 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1844 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1845 entry.AgentID = targetAvatar.UUID;
1846 entry.Flags = AccessList.Ban;
1847 entry.Time = new DateTime();
1848 land.LandData.ParcelAccessList.Add(entry);
1849 return;
1850 }
1851 else
1852 {
1853 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, 0, targetAvatar.AbsolutePosition.Z); ;
1854 targetAvatar.TeleportWithMomentum(targetVector);
1855 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1856 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1857 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1858 entry.AgentID = targetAvatar.UUID;
1859 entry.Flags = AccessList.Ban;
1860 entry.Time = new DateTime();
1861 land.LandData.ParcelAccessList.Add(entry);
1862 return;
1863 }
1864 }
1865 }
1866 }
1867 }
1527 } 1868 }
1528} 1869}
diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
index 6864629..fcd993c 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
@@ -1,1013 +1,1045 @@
1/* 1/*
2 * Copyright (c) Contributors, http://opensimulator.org/ 2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders. 3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 * 4 *
5 * Redistribution and use in source and binary forms, with or without 5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met: 6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright 7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer. 8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright 9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the 10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution. 11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the 12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products 13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission. 14 * derived from this software without specific prior written permission.
15 * 15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY 16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY 19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 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 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 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 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Reflection; 30using System.Reflection;
31using log4net; 31using log4net;
32using OpenMetaverse; 32using OpenMetaverse;
33using OpenSim.Framework; 33using OpenSim.Framework;
34using OpenSim.Region.Framework.Interfaces; 34using OpenSim.Region.Framework.Interfaces;
35using OpenSim.Region.Framework.Scenes; 35using OpenSim.Region.Framework.Scenes;
36 36
37namespace OpenSim.Region.CoreModules.World.Land 37namespace OpenSim.Region.CoreModules.World.Land
38{ 38{
39 /// <summary> 39 /// <summary>
40 /// Keeps track of a specific piece of land's information 40 /// Keeps track of a specific piece of land's information
41 /// </summary> 41 /// </summary>
42 public class LandObject : ILandObject 42 public class LandObject : ILandObject
43 { 43 {
44 #region Member Variables 44 #region Member Variables
45 45
46 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 46 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
47 #pragma warning disable 0429 47 #pragma warning disable 0429
48 private const int landArrayMax = ((int)((int)Constants.RegionSize / 4) >= 64) ? (int)((int)Constants.RegionSize / 4) : 64; 48 private const int landArrayMax = ((int)((int)Constants.RegionSize / 4) >= 64) ? (int)((int)Constants.RegionSize / 4) : 64;
49 #pragma warning restore 0429 49 #pragma warning restore 0429
50 private bool[,] m_landBitmap = new bool[landArrayMax,landArrayMax]; 50 private bool[,] m_landBitmap = new bool[landArrayMax,landArrayMax];
51 51
52 private int m_lastSeqId = 0; 52 private int m_lastSeqId = 0;
53 53
54 protected LandData m_landData = new LandData(); 54 protected LandData m_landData = new LandData();
55 protected Scene m_scene; 55 protected Scene m_scene;
56 protected List<SceneObjectGroup> primsOverMe = new List<SceneObjectGroup>(); 56 protected List<SceneObjectGroup> primsOverMe = new List<SceneObjectGroup>();
57 57
58 public bool[,] LandBitmap 58 public bool[,] LandBitmap
59 { 59 {
60 get { return m_landBitmap; } 60 get { return m_landBitmap; }
61 set { m_landBitmap = value; } 61 set { m_landBitmap = value; }
62 } 62 }
63 63
64 #endregion 64 #endregion
65 65
66 #region ILandObject Members 66 #region ILandObject Members
67 67
68 public LandData LandData 68 public LandData LandData
69 { 69 {
70 get { return m_landData; } 70 get { return m_landData; }
71 71
72 set { m_landData = value; } 72 set { m_landData = value; }
73 } 73 }
74 74
75 public UUID RegionUUID 75 public UUID RegionUUID
76 { 76 {
77 get { return m_scene.RegionInfo.RegionID; } 77 get { return m_scene.RegionInfo.RegionID; }
78 } 78 }
79 79
80 #region Constructors 80 #region Constructors
81 81
82 public LandObject(UUID owner_id, bool is_group_owned, Scene scene) 82 public LandObject(UUID owner_id, bool is_group_owned, Scene scene)
83 { 83 {
84 m_scene = scene; 84 m_scene = scene;
85 LandData.OwnerID = owner_id; 85 LandData.OwnerID = owner_id;
86 if (is_group_owned) 86 if (is_group_owned)
87 LandData.GroupID = owner_id; 87 LandData.GroupID = owner_id;
88 else 88 else
89 LandData.GroupID = UUID.Zero; 89 LandData.GroupID = UUID.Zero;
90 LandData.IsGroupOwned = is_group_owned; 90 LandData.IsGroupOwned = is_group_owned;
91 } 91 }
92 92
93 #endregion 93 #endregion
94 94
95 #region Member Functions 95 #region Member Functions
96 96
97 #region General Functions 97 #region General Functions
98 98
99 /// <summary> 99 /// <summary>
100 /// Checks to see if this land object contains a point 100 /// Checks to see if this land object contains a point
101 /// </summary> 101 /// </summary>
102 /// <param name="x"></param> 102 /// <param name="x"></param>
103 /// <param name="y"></param> 103 /// <param name="y"></param>
104 /// <returns>Returns true if the piece of land contains the specified point</returns> 104 /// <returns>Returns true if the piece of land contains the specified point</returns>
105 public bool ContainsPoint(int x, int y) 105 public bool ContainsPoint(int x, int y)
106 { 106 {
107 if (x >= 0 && y >= 0 && x <= Constants.RegionSize && y <= Constants.RegionSize) 107 if (x >= 0 && y >= 0 && x <= Constants.RegionSize && y <= Constants.RegionSize)
108 { 108 {
109 return (LandBitmap[x / 4, y / 4] == true); 109 return (LandBitmap[x / 4, y / 4] == true);
110 } 110 }
111 else 111 else
112 { 112 {
113 return false; 113 return false;
114 } 114 }
115 } 115 }
116 116
117 public ILandObject Copy() 117 public ILandObject Copy()
118 { 118 {
119 ILandObject newLand = new LandObject(LandData.OwnerID, LandData.IsGroupOwned, m_scene); 119 ILandObject newLand = new LandObject(LandData.OwnerID, LandData.IsGroupOwned, m_scene);
120 120
121 //Place all new variables here! 121 //Place all new variables here!
122 newLand.LandBitmap = (bool[,]) (LandBitmap.Clone()); 122 newLand.LandBitmap = (bool[,]) (LandBitmap.Clone());
123 newLand.LandData = LandData.Copy(); 123 newLand.LandData = LandData.Copy();
124 124
125 return newLand; 125 return newLand;
126 } 126 }
127 127
128 static overrideParcelMaxPrimCountDelegate overrideParcelMaxPrimCount; 128 static overrideParcelMaxPrimCountDelegate overrideParcelMaxPrimCount;
129 static overrideSimulatorMaxPrimCountDelegate overrideSimulatorMaxPrimCount; 129 static overrideSimulatorMaxPrimCountDelegate overrideSimulatorMaxPrimCount;
130 130
131 public void SetParcelObjectMaxOverride(overrideParcelMaxPrimCountDelegate overrideDel) 131 public void SetParcelObjectMaxOverride(overrideParcelMaxPrimCountDelegate overrideDel)
132 { 132 {
133 overrideParcelMaxPrimCount = overrideDel; 133 overrideParcelMaxPrimCount = overrideDel;
134 } 134 }
135 public void SetSimulatorObjectMaxOverride(overrideSimulatorMaxPrimCountDelegate overrideDel) 135 public void SetSimulatorObjectMaxOverride(overrideSimulatorMaxPrimCountDelegate overrideDel)
136 { 136 {
137 overrideSimulatorMaxPrimCount = overrideDel; 137 overrideSimulatorMaxPrimCount = overrideDel;
138 } 138 }
139 139
140 public int GetParcelMaxPrimCount(ILandObject thisObject) 140 public int GetParcelMaxPrimCount(ILandObject thisObject)
141 { 141 {
142 if (overrideParcelMaxPrimCount != null) 142 if (overrideParcelMaxPrimCount != null)
143 { 143 {
144 return overrideParcelMaxPrimCount(thisObject); 144 return overrideParcelMaxPrimCount(thisObject);
145 } 145 }
146 else 146 else
147 { 147 {
148 // Normal Calculations 148 // Normal Calculations
149 return (int)Math.Round(((float)LandData.Area / 65536.0f) * (float)m_scene.RegionInfo.ObjectCapacity * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus); 149 return (int)Math.Round(((float)LandData.Area / 65536.0f) * (float)m_scene.RegionInfo.ObjectCapacity * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus);
150 } 150 }
151 } 151 }
152 public int GetSimulatorMaxPrimCount(ILandObject thisObject) 152 public int GetSimulatorMaxPrimCount(ILandObject thisObject)
153 { 153 {
154 if (overrideSimulatorMaxPrimCount != null) 154 if (overrideSimulatorMaxPrimCount != null)
155 { 155 {
156 return overrideSimulatorMaxPrimCount(thisObject); 156 return overrideSimulatorMaxPrimCount(thisObject);
157 } 157 }
158 else 158 else
159 { 159 {
160 //Normal Calculations 160 //Normal Calculations
161 return m_scene.RegionInfo.ObjectCapacity; 161 return m_scene.RegionInfo.ObjectCapacity;
162 } 162 }
163 } 163 }
164 #endregion 164 #endregion
165 165
166 #region Packet Request Handling 166 #region Packet Request Handling
167 167
168 public void SendLandProperties(int sequence_id, bool snap_selection, int request_result, IClientAPI remote_client) 168 public void SendLandProperties(int sequence_id, bool snap_selection, int request_result, IClientAPI remote_client)
169 { 169 {
170 IEstateModule estateModule = m_scene.RequestModuleInterface<IEstateModule>(); 170 IEstateModule estateModule = m_scene.RequestModuleInterface<IEstateModule>();
171 uint regionFlags = 336723974 & ~((uint)(RegionFlags.AllowLandmark | RegionFlags.AllowSetHome)); 171 uint regionFlags = 336723974 & ~((uint)(RegionFlags.AllowLandmark | RegionFlags.AllowSetHome));
172 if (estateModule != null) 172 if (estateModule != null)
173 regionFlags = estateModule.GetRegionFlags(); 173 regionFlags = estateModule.GetRegionFlags();
174 174
175 // In a perfect world, this would have worked. 175 // In a perfect world, this would have worked.
176 // 176 //
177// if ((landData.Flags & (uint)ParcelFlags.AllowLandmark) != 0) 177// if ((landData.Flags & (uint)ParcelFlags.AllowLandmark) != 0)
178// regionFlags |= (uint)RegionFlags.AllowLandmark; 178// regionFlags |= (uint)RegionFlags.AllowLandmark;
179// if (landData.OwnerID == remote_client.AgentId) 179// if (landData.OwnerID == remote_client.AgentId)
180// regionFlags |= (uint)RegionFlags.AllowSetHome; 180// regionFlags |= (uint)RegionFlags.AllowSetHome;
181 181
182 int seq_id; 182 int seq_id;
183 if (snap_selection && (sequence_id == 0)) 183 if (snap_selection && (sequence_id == 0))
184 { 184 {
185 seq_id = m_lastSeqId; 185 seq_id = m_lastSeqId;
186 } 186 }
187 else 187 else
188 { 188 {
189 seq_id = sequence_id; 189 seq_id = sequence_id;
190 m_lastSeqId = seq_id; 190 m_lastSeqId = seq_id;
191 } 191 }
192 192
193 remote_client.SendLandProperties(seq_id, 193 remote_client.SendLandProperties(seq_id,
194 snap_selection, request_result, LandData, 194 snap_selection, request_result, LandData,
195 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus, 195 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus,
196 GetParcelMaxPrimCount(this), 196 GetParcelMaxPrimCount(this),
197 GetSimulatorMaxPrimCount(this), regionFlags); 197 GetSimulatorMaxPrimCount(this), regionFlags);
198 } 198 }
199 199
200 public void UpdateLandProperties(LandUpdateArgs args, IClientAPI remote_client) 200 public void UpdateLandProperties(LandUpdateArgs args, IClientAPI remote_client)
201 { 201 {
202 if (m_scene.Permissions.CanEditParcel(remote_client.AgentId,this)) 202 if (m_scene.Permissions.CanEditParcel(remote_client.AgentId,this))
203 { 203 {
204 //Needs later group support 204 //Needs later group support
205 bool snap_selection = false; 205 bool snap_selection = false;
206 LandData newData = LandData.Copy(); 206 LandData newData = LandData.Copy();
207 207
208 if (args.AuthBuyerID != newData.AuthBuyerID || args.SalePrice != newData.SalePrice) 208 if (args.AuthBuyerID != newData.AuthBuyerID || args.SalePrice != newData.SalePrice)
209 { 209 {
210 if (m_scene.Permissions.CanSellParcel(remote_client.AgentId, this)) 210 if (m_scene.Permissions.CanSellParcel(remote_client.AgentId, this))
211 { 211 {
212 newData.AuthBuyerID = args.AuthBuyerID; 212 newData.AuthBuyerID = args.AuthBuyerID;
213 newData.SalePrice = args.SalePrice; 213 newData.SalePrice = args.SalePrice;
214 snap_selection = true; 214 snap_selection = true;
215 } 215 }
216 } 216 }
217 newData.Category = args.Category; 217 newData.Category = args.Category;
218 newData.Description = args.Desc; 218 newData.Description = args.Desc;
219 newData.GroupID = args.GroupID; 219 newData.GroupID = args.GroupID;
220 newData.LandingType = args.LandingType; 220 newData.LandingType = args.LandingType;
221 newData.MediaAutoScale = args.MediaAutoScale; 221 newData.MediaAutoScale = args.MediaAutoScale;
222 newData.MediaID = args.MediaID; 222 newData.MediaID = args.MediaID;
223 newData.MediaURL = args.MediaURL; 223 newData.MediaURL = args.MediaURL;
224 newData.MusicURL = args.MusicURL; 224 newData.MusicURL = args.MusicURL;
225 newData.Name = args.Name; 225 newData.Name = args.Name;
226 newData.Flags = args.ParcelFlags; 226 newData.Flags = args.ParcelFlags;
227 newData.PassHours = args.PassHours; 227 newData.PassHours = args.PassHours;
228 newData.PassPrice = args.PassPrice; 228 newData.PassPrice = args.PassPrice;
229 newData.SnapshotID = args.SnapshotID; 229 newData.SnapshotID = args.SnapshotID;
230 newData.UserLocation = args.UserLocation; 230 newData.UserLocation = args.UserLocation;
231 newData.UserLookAt = args.UserLookAt; 231 newData.UserLookAt = args.UserLookAt;
232 232
233 m_scene.LandChannel.UpdateLandObject(LandData.LocalID, newData); 233 m_scene.LandChannel.UpdateLandObject(LandData.LocalID, newData);
234 234
235 SendLandUpdateToAvatarsOverMe(snap_selection); 235 SendLandUpdateToAvatarsOverMe(snap_selection);
236 } 236 }
237 } 237 }
238 238
239 public void UpdateLandSold(UUID avatarID, UUID groupID, bool groupOwned, uint AuctionID, int claimprice, int area) 239 public void UpdateLandSold(UUID avatarID, UUID groupID, bool groupOwned, uint AuctionID, int claimprice, int area)
240 { 240 {
241 LandData newData = LandData.Copy(); 241 LandData newData = LandData.Copy();
242 newData.OwnerID = avatarID; 242 newData.OwnerID = avatarID;
243 newData.GroupID = groupID; 243 newData.GroupID = groupID;
244 newData.IsGroupOwned = groupOwned; 244 newData.IsGroupOwned = groupOwned;
245 //newData.auctionID = AuctionID; 245 //newData.auctionID = AuctionID;
246 newData.ClaimDate = Util.UnixTimeSinceEpoch(); 246 newData.ClaimDate = Util.UnixTimeSinceEpoch();
247 newData.ClaimPrice = claimprice; 247 newData.ClaimPrice = claimprice;
248 newData.SalePrice = 0; 248 newData.SalePrice = 0;
249 newData.AuthBuyerID = UUID.Zero; 249 newData.AuthBuyerID = UUID.Zero;
250 newData.Flags &= ~(uint) (ParcelFlags.ForSale | ParcelFlags.ForSaleObjects | ParcelFlags.SellParcelObjects | ParcelFlags.ShowDirectory); 250 newData.Flags &= ~(uint) (ParcelFlags.ForSale | ParcelFlags.ForSaleObjects | ParcelFlags.SellParcelObjects | ParcelFlags.ShowDirectory);
251 m_scene.LandChannel.UpdateLandObject(LandData.LocalID, newData); 251 m_scene.LandChannel.UpdateLandObject(LandData.LocalID, newData);
252 252
253 SendLandUpdateToAvatarsOverMe(true); 253 SendLandUpdateToAvatarsOverMe(true);
254 } 254 }
255 255
256 public void DeedToGroup(UUID groupID) 256 public void DeedToGroup(UUID groupID)
257 { 257 {
258 LandData newData = LandData.Copy(); 258 LandData newData = LandData.Copy();
259 newData.OwnerID = groupID; 259 newData.OwnerID = groupID;
260 newData.GroupID = groupID; 260 newData.GroupID = groupID;
261 newData.IsGroupOwned = true; 261 newData.IsGroupOwned = true;
262 262
263 // Reset show in directory flag on deed 263 // Reset show in directory flag on deed
264 newData.Flags &= ~(uint) (ParcelFlags.ForSale | ParcelFlags.ForSaleObjects | ParcelFlags.SellParcelObjects | ParcelFlags.ShowDirectory); 264 newData.Flags &= ~(uint) (ParcelFlags.ForSale | ParcelFlags.ForSaleObjects | ParcelFlags.SellParcelObjects | ParcelFlags.ShowDirectory);
265 265
266 m_scene.LandChannel.UpdateLandObject(LandData.LocalID, newData); 266 m_scene.LandChannel.UpdateLandObject(LandData.LocalID, newData);
267 267
268 SendLandUpdateToAvatarsOverMe(true); 268 SendLandUpdateToAvatarsOverMe(true);
269 } 269 }
270 270
271 public bool IsEitherBannedOrRestricted(UUID avatar) 271 public bool IsEitherBannedOrRestricted(UUID avatar)
272 { 272 {
273 if (IsBannedFromLand(avatar)) 273 if (IsBannedFromLand(avatar))
274 { 274 {
275 return true; 275 return true;
276 } 276 }
277 else if (IsRestrictedFromLand(avatar)) 277 else if (IsRestrictedFromLand(avatar))
278 { 278 {
279 return true; 279 return true;
280 } 280 }
281 return false; 281 return false;
282 } 282 }
283 283
284 public bool IsBannedFromLand(UUID avatar) 284 public bool HasGroupAccess(UUID avatar)
285 { 285 {
286 if (m_scene.Permissions.IsAdministrator(avatar)) 286 if ((LandData.Flags & (uint)ParcelFlags.UseAccessGroup) == (uint)ParcelFlags.UseAccessGroup)
287 return false; 287 {
288 288 IGroupsModule groupsModule =
289 if ((LandData.Flags & (uint) ParcelFlags.UseBanList) > 0) 289 m_scene.RequestModuleInterface<IGroupsModule>();
290 { 290
291 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry(); 291 List<UUID> agentGroups = new List<UUID>();
292 entry.AgentID = avatar; 292 if (groupsModule != null)
293 entry.Flags = AccessList.Ban; 293 {
294 entry.Time = new DateTime(); 294 GroupMembershipData[] GroupMembership =
295 //See if they are on the list, but make sure the owner isn't banned 295 groupsModule.GetMembershipData(avatar);
296 if (LandData.ParcelAccessList.Contains(entry) && LandData.OwnerID != avatar) 296
297 { 297 if (GroupMembership != null)
298 //They are banned, so lets send them a notice about this parcel 298 {
299 return true; 299 for (int i = 0; i < GroupMembership.Length; i++)
300 } 300 {
301 } 301 if (LandData.GroupID == GroupMembership[i].GroupID)
302 return false; 302 {
303 } 303 return true;
304 304 }
305 public bool IsRestrictedFromLand(UUID avatar) 305 }
306 { 306 }
307 if (m_scene.Permissions.IsAdministrator(avatar)) 307 }
308 return false; 308 }
309 309 return false;
310 if ((LandData.Flags & (uint) ParcelFlags.UseAccessList) > 0) 310 }
311 { 311
312 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry(); 312 public bool IsBannedFromLand(UUID avatar)
313 entry.AgentID = avatar; 313 {
314 entry.Flags = AccessList.Access; 314 if (m_scene.Permissions.IsAdministrator(avatar))
315 entry.Time = new DateTime(); 315 return false;
316 316
317 //If they are not on the access list and are not the owner 317 if ((LandData.Flags & (uint) ParcelFlags.UseBanList) > 0)
318 if (!LandData.ParcelAccessList.Contains(entry) && LandData.OwnerID != avatar) 318 {
319 { 319 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
320 //They are not allowed in this parcel, but not banned, so lets send them a notice about this parcel 320 entry.AgentID = avatar;
321 return true; 321 entry.Flags = AccessList.Ban;
322 } 322 entry.Time = new DateTime();
323 } 323 //See if they are on the list, but make sure the owner isn't banned
324 return false; 324 if (LandData.ParcelAccessList.Contains(entry) && LandData.OwnerID != avatar)
325 } 325 {
326 326 //They are banned, so lets send them a notice about this parcel
327 public void SendLandUpdateToClient(IClientAPI remote_client) 327 return true;
328 { 328 }
329 SendLandProperties(0, false, 0, remote_client); 329 }
330 } 330 return false;
331 331 }
332 public void SendLandUpdateToClient(bool snap_selection, IClientAPI remote_client) 332
333 { 333 public bool IsRestrictedFromLand(UUID avatar)
334 SendLandProperties(0, snap_selection, 0, remote_client); 334 {
335 } 335 if (m_scene.Permissions.IsAdministrator(avatar))
336 336 return false;
337 public void SendLandUpdateToAvatarsOverMe() 337
338 { 338 if ((LandData.Flags & (uint) ParcelFlags.UseAccessList) > 0)
339 SendLandUpdateToAvatarsOverMe(false); 339 {
340 } 340 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
341 341 entry.AgentID = avatar;
342 public void SendLandUpdateToAvatarsOverMe(bool snap_selection) 342 entry.Flags = AccessList.Access;
343 { 343 entry.Time = new DateTime();
344 m_scene.ForEachScenePresence(delegate(ScenePresence avatar) 344
345 { 345 //If they are not on the access list and are not the owner
346 if (avatar.IsChildAgent) 346 if (!LandData.ParcelAccessList.Contains(entry) && LandData.OwnerID != avatar)
347 return; 347 {
348 348 if (!HasGroupAccess(avatar))
349 ILandObject over = null; 349 {
350 try 350 //They are not allowed in this parcel, but not banned, so lets send them a notice about this parcel
351 { 351 return true;
352 over = 352 }
353 m_scene.LandChannel.GetLandObject(Util.Clamp<int>((int)Math.Round(avatar.AbsolutePosition.X), 0, ((int)Constants.RegionSize - 1)), 353 }
354 Util.Clamp<int>((int)Math.Round(avatar.AbsolutePosition.Y), 0, ((int)Constants.RegionSize - 1))); 354 }
355 } 355
356 catch (Exception) 356 return false;
357 { 357 }
358 m_log.Warn("[LAND]: " + "unable to get land at x: " + Math.Round(avatar.AbsolutePosition.X) + " y: " + 358
359 Math.Round(avatar.AbsolutePosition.Y)); 359 public void SendLandUpdateToClient(IClientAPI remote_client)
360 } 360 {
361 361 SendLandProperties(0, false, 0, remote_client);
362 if (over != null) 362 }
363 { 363
364 if (over.LandData.LocalID == LandData.LocalID) 364 public void SendLandUpdateToClient(bool snap_selection, IClientAPI remote_client)
365 { 365 {
366 if (((over.LandData.Flags & (uint)ParcelFlags.AllowDamage) != 0) && 366 SendLandProperties(0, snap_selection, 0, remote_client);
367 m_scene.RegionInfo.RegionSettings.AllowDamage) 367 }
368 avatar.Invulnerable = false; 368
369 else 369 public void SendLandUpdateToAvatarsOverMe()
370 avatar.Invulnerable = true; 370 {
371 371 SendLandUpdateToAvatarsOverMe(false);
372 SendLandUpdateToClient(snap_selection, avatar.ControllingClient); 372 }
373 } 373
374 } 374 public void SendLandUpdateToAvatarsOverMe(bool snap_selection)
375 }); 375 {
376 } 376 m_scene.ForEachScenePresence(delegate(ScenePresence avatar)
377 377 {
378 #endregion 378 if (avatar.IsChildAgent)
379 379 return;
380 #region AccessList Functions 380
381 381 ILandObject over = null;
382 public List<UUID> CreateAccessListArrayByFlag(AccessList flag) 382 try
383 { 383 {
384 List<UUID> list = new List<UUID>(); 384 over =
385 foreach (ParcelManager.ParcelAccessEntry entry in LandData.ParcelAccessList) 385 m_scene.LandChannel.GetLandObject(Util.Clamp<int>((int)Math.Round(avatar.AbsolutePosition.X), 0, ((int)Constants.RegionSize - 1)),
386 { 386 Util.Clamp<int>((int)Math.Round(avatar.AbsolutePosition.Y), 0, ((int)Constants.RegionSize - 1)));
387 if (entry.Flags == flag) 387 }
388 { 388 catch (Exception)
389 list.Add(entry.AgentID); 389 {
390 } 390 m_log.Warn("[LAND]: " + "unable to get land at x: " + Math.Round(avatar.AbsolutePosition.X) + " y: " +
391 } 391 Math.Round(avatar.AbsolutePosition.Y));
392 if (list.Count == 0) 392 }
393 { 393
394 list.Add(UUID.Zero); 394 if (over != null)
395 } 395 {
396 396 if (over.LandData.LocalID == LandData.LocalID)
397 return list; 397 {
398 } 398 if (((over.LandData.Flags & (uint)ParcelFlags.AllowDamage) != 0) &&
399 399 m_scene.RegionInfo.RegionSettings.AllowDamage)
400 public void SendAccessList(UUID agentID, UUID sessionID, uint flags, int sequenceID, 400 avatar.Invulnerable = false;
401 IClientAPI remote_client) 401 else
402 { 402 avatar.Invulnerable = true;
403 403
404 if (flags == (uint) AccessList.Access || flags == (uint) AccessList.Both) 404 SendLandUpdateToClient(snap_selection, avatar.ControllingClient);
405 { 405 }
406 List<UUID> avatars = CreateAccessListArrayByFlag(AccessList.Access); 406 }
407 remote_client.SendLandAccessListData(avatars,(uint) AccessList.Access,LandData.LocalID); 407 });
408 } 408 }
409 409
410 if (flags == (uint) AccessList.Ban || flags == (uint) AccessList.Both) 410 #endregion
411 { 411
412 List<UUID> avatars = CreateAccessListArrayByFlag(AccessList.Ban); 412 #region AccessList Functions
413 remote_client.SendLandAccessListData(avatars, (uint)AccessList.Ban, LandData.LocalID); 413
414 } 414 public List<UUID> CreateAccessListArrayByFlag(AccessList flag)
415 } 415 {
416 416 List<UUID> list = new List<UUID>();
417 public void UpdateAccessList(uint flags, List<ParcelManager.ParcelAccessEntry> entries, IClientAPI remote_client) 417 foreach (ParcelManager.ParcelAccessEntry entry in LandData.ParcelAccessList)
418 { 418 {
419 LandData newData = LandData.Copy(); 419 if (entry.Flags == flag)
420 420 {
421 if (entries.Count == 1 && entries[0].AgentID == UUID.Zero) 421 list.Add(entry.AgentID);
422 { 422 }
423 entries.Clear(); 423 }
424 } 424 if (list.Count == 0)
425 425 {
426 List<ParcelManager.ParcelAccessEntry> toRemove = new List<ParcelManager.ParcelAccessEntry>(); 426 list.Add(UUID.Zero);
427 foreach (ParcelManager.ParcelAccessEntry entry in newData.ParcelAccessList) 427 }
428 { 428
429 if (entry.Flags == (AccessList)flags) 429 return list;
430 { 430 }
431 toRemove.Add(entry); 431
432 } 432 public void SendAccessList(UUID agentID, UUID sessionID, uint flags, int sequenceID,
433 } 433 IClientAPI remote_client)
434 434 {
435 foreach (ParcelManager.ParcelAccessEntry entry in toRemove) 435
436 { 436 if (flags == (uint) AccessList.Access || flags == (uint) AccessList.Both)
437 newData.ParcelAccessList.Remove(entry); 437 {
438 } 438 List<UUID> avatars = CreateAccessListArrayByFlag(AccessList.Access);
439 foreach (ParcelManager.ParcelAccessEntry entry in entries) 439 remote_client.SendLandAccessListData(avatars,(uint) AccessList.Access,LandData.LocalID);
440 { 440 }
441 ParcelManager.ParcelAccessEntry temp = new ParcelManager.ParcelAccessEntry(); 441
442 temp.AgentID = entry.AgentID; 442 if (flags == (uint) AccessList.Ban || flags == (uint) AccessList.Both)
443 temp.Time = new DateTime(); //Pointless? Yes. 443 {
444 temp.Flags = (AccessList)flags; 444 List<UUID> avatars = CreateAccessListArrayByFlag(AccessList.Ban);
445 445 remote_client.SendLandAccessListData(avatars, (uint)AccessList.Ban, LandData.LocalID);
446 if (!newData.ParcelAccessList.Contains(temp)) 446 }
447 { 447 }
448 newData.ParcelAccessList.Add(temp); 448
449 } 449 public void UpdateAccessList(uint flags, List<ParcelManager.ParcelAccessEntry> entries, IClientAPI remote_client)
450 } 450 {
451 451 LandData newData = LandData.Copy();
452 m_scene.LandChannel.UpdateLandObject(LandData.LocalID, newData); 452
453 } 453 if (entries.Count == 1 && entries[0].AgentID == UUID.Zero)
454 454 {
455 #endregion 455 entries.Clear();
456 456 }
457 #region Update Functions 457
458 458 List<ParcelManager.ParcelAccessEntry> toRemove = new List<ParcelManager.ParcelAccessEntry>();
459 public void UpdateLandBitmapByteArray() 459 foreach (ParcelManager.ParcelAccessEntry entry in newData.ParcelAccessList)
460 { 460 {
461 LandData.Bitmap = ConvertLandBitmapToBytes(); 461 if (entry.Flags == (AccessList)flags)
462 } 462 {
463 463 toRemove.Add(entry);
464 /// <summary> 464 }
465 /// Update all settings in land such as area, bitmap byte array, etc 465 }
466 /// </summary> 466
467 public void ForceUpdateLandInfo() 467 foreach (ParcelManager.ParcelAccessEntry entry in toRemove)
468 { 468 {
469 UpdateAABBAndAreaValues(); 469 newData.ParcelAccessList.Remove(entry);
470 UpdateLandBitmapByteArray(); 470 }
471 } 471 foreach (ParcelManager.ParcelAccessEntry entry in entries)
472 472 {
473 public void SetLandBitmapFromByteArray() 473 ParcelManager.ParcelAccessEntry temp = new ParcelManager.ParcelAccessEntry();
474 { 474 temp.AgentID = entry.AgentID;
475 LandBitmap = ConvertBytesToLandBitmap(); 475 temp.Time = new DateTime(); //Pointless? Yes.
476 } 476 temp.Flags = (AccessList)flags;
477 477
478 /// <summary> 478 if (!newData.ParcelAccessList.Contains(temp))
479 /// Updates the AABBMin and AABBMax values after area/shape modification of the land object 479 {
480 /// </summary> 480 newData.ParcelAccessList.Add(temp);
481 private void UpdateAABBAndAreaValues() 481 }
482 { 482 }
483 int min_x = 64; 483
484 int min_y = 64; 484 m_scene.LandChannel.UpdateLandObject(LandData.LocalID, newData);
485 int max_x = 0; 485 }
486 int max_y = 0; 486
487 int tempArea = 0; 487 #endregion
488 int x, y; 488
489 for (x = 0; x < 64; x++) 489 #region Update Functions
490 { 490
491 for (y = 0; y < 64; y++) 491 public void UpdateLandBitmapByteArray()
492 { 492 {
493 if (LandBitmap[x, y] == true) 493 LandData.Bitmap = ConvertLandBitmapToBytes();
494 { 494 }
495 if (min_x > x) min_x = x; 495
496 if (min_y > y) min_y = y; 496 /// <summary>
497 if (max_x < x) max_x = x; 497 /// Update all settings in land such as area, bitmap byte array, etc
498 if (max_y < y) max_y = y; 498 /// </summary>
499 tempArea += 16; //16sqm peice of land 499 public void ForceUpdateLandInfo()
500 } 500 {
501 } 501 UpdateAABBAndAreaValues();
502 } 502 UpdateLandBitmapByteArray();
503 int tx = min_x * 4; 503 }
504 if (tx > ((int)Constants.RegionSize - 1)) 504
505 tx = ((int)Constants.RegionSize - 1); 505 public void SetLandBitmapFromByteArray()
506 int ty = min_y * 4; 506 {
507 if (ty > ((int)Constants.RegionSize - 1)) 507 LandBitmap = ConvertBytesToLandBitmap();
508 ty = ((int)Constants.RegionSize - 1); 508 }
509 LandData.AABBMin = 509
510 new Vector3((float) (min_x * 4), (float) (min_y * 4), 510 /// <summary>
511 (float) m_scene.Heightmap[tx, ty]); 511 /// Updates the AABBMin and AABBMax values after area/shape modification of the land object
512 512 /// </summary>
513 tx = max_x * 4; 513 private void UpdateAABBAndAreaValues()
514 if (tx > ((int)Constants.RegionSize - 1)) 514 {
515 tx = ((int)Constants.RegionSize - 1); 515 int min_x = 64;
516 ty = max_y * 4; 516 int min_y = 64;
517 if (ty > ((int)Constants.RegionSize - 1)) 517 int max_x = 0;
518 ty = ((int)Constants.RegionSize - 1); 518 int max_y = 0;
519 LandData.AABBMax = 519 int tempArea = 0;
520 new Vector3((float) (max_x * 4), (float) (max_y * 4), 520 int x, y;
521 (float) m_scene.Heightmap[tx, ty]); 521 for (x = 0; x < 64; x++)
522 LandData.Area = tempArea; 522 {
523 } 523 for (y = 0; y < 64; y++)
524 524 {
525 #endregion 525 if (LandBitmap[x, y] == true)
526 526 {
527 #region Land Bitmap Functions 527 if (min_x > x) min_x = x;
528 528 if (min_y > y) min_y = y;
529 /// <summary> 529 if (max_x < x) max_x = x;
530 /// Sets the land's bitmap manually 530 if (max_y < y) max_y = y;
531 /// </summary> 531 tempArea += 16; //16sqm peice of land
532 /// <param name="bitmap">64x64 block representing where this land is on a map</param> 532 }
533 public void SetLandBitmap(bool[,] bitmap) 533 }
534 { 534 }
535 if (bitmap.GetLength(0) != 64 || bitmap.GetLength(1) != 64 || bitmap.Rank != 2) 535 int tx = min_x * 4;
536 { 536 if (tx > ((int)Constants.RegionSize - 1))
537 //Throw an exception - The bitmap is not 64x64 537 tx = ((int)Constants.RegionSize - 1);
538 //throw new Exception("Error: Invalid Parcel Bitmap"); 538 int ty = min_y * 4;
539 } 539 if (ty > ((int)Constants.RegionSize - 1))
540 else 540 ty = ((int)Constants.RegionSize - 1);
541 { 541 LandData.AABBMin =
542 //Valid: Lets set it 542 new Vector3((float) (min_x * 4), (float) (min_y * 4),
543 LandBitmap = bitmap; 543 (float) m_scene.Heightmap[tx, ty]);
544 ForceUpdateLandInfo(); 544
545 } 545 tx = max_x * 4;
546 } 546 if (tx > ((int)Constants.RegionSize - 1))
547 547 tx = ((int)Constants.RegionSize - 1);
548 /// <summary> 548 ty = max_y * 4;
549 /// Gets the land's bitmap manually 549 if (ty > ((int)Constants.RegionSize - 1))
550 /// </summary> 550 ty = ((int)Constants.RegionSize - 1);
551 /// <returns></returns> 551 LandData.AABBMax =
552 public bool[,] GetLandBitmap() 552 new Vector3((float) (max_x * 4), (float) (max_y * 4),
553 { 553 (float) m_scene.Heightmap[tx, ty]);
554 return LandBitmap; 554 LandData.Area = tempArea;
555 } 555 }
556 556
557 /// <summary> 557 #endregion
558 /// Full sim land object creation 558
559 /// </summary> 559 #region Land Bitmap Functions
560 /// <returns></returns> 560
561 public bool[,] BasicFullRegionLandBitmap() 561 /// <summary>
562 { 562 /// Sets the land's bitmap manually
563 return GetSquareLandBitmap(0, 0, (int) Constants.RegionSize, (int) Constants.RegionSize); 563 /// </summary>
564 } 564 /// <param name="bitmap">64x64 block representing where this land is on a map</param>
565 565 public void SetLandBitmap(bool[,] bitmap)
566 /// <summary> 566 {
567 /// Used to modify the bitmap between the x and y points. Points use 64 scale 567 if (bitmap.GetLength(0) != 64 || bitmap.GetLength(1) != 64 || bitmap.Rank != 2)
568 /// </summary> 568 {
569 /// <param name="start_x"></param> 569 //Throw an exception - The bitmap is not 64x64
570 /// <param name="start_y"></param> 570 //throw new Exception("Error: Invalid Parcel Bitmap");
571 /// <param name="end_x"></param> 571 }
572 /// <param name="end_y"></param> 572 else
573 /// <returns></returns> 573 {
574 public bool[,] GetSquareLandBitmap(int start_x, int start_y, int end_x, int end_y) 574 //Valid: Lets set it
575 { 575 LandBitmap = bitmap;
576 bool[,] tempBitmap = new bool[64,64]; 576 ForceUpdateLandInfo();
577 tempBitmap.Initialize(); 577 }
578 578 }
579 tempBitmap = ModifyLandBitmapSquare(tempBitmap, start_x, start_y, end_x, end_y, true); 579
580 return tempBitmap; 580 /// <summary>
581 } 581 /// Gets the land's bitmap manually
582 582 /// </summary>
583 /// <summary> 583 /// <returns></returns>
584 /// Change a land bitmap at within a square and set those points to a specific value 584 public bool[,] GetLandBitmap()
585 /// </summary> 585 {
586 /// <param name="land_bitmap"></param> 586 return LandBitmap;
587 /// <param name="start_x"></param> 587 }
588 /// <param name="start_y"></param> 588
589 /// <param name="end_x"></param> 589 /// <summary>
590 /// <param name="end_y"></param> 590 /// Full sim land object creation
591 /// <param name="set_value"></param> 591 /// </summary>
592 /// <returns></returns> 592 /// <returns></returns>
593 public bool[,] ModifyLandBitmapSquare(bool[,] land_bitmap, int start_x, int start_y, int end_x, int end_y, 593 public bool[,] BasicFullRegionLandBitmap()
594 bool set_value) 594 {
595 { 595 return GetSquareLandBitmap(0, 0, (int) Constants.RegionSize, (int) Constants.RegionSize);
596 if (land_bitmap.GetLength(0) != 64 || land_bitmap.GetLength(1) != 64 || land_bitmap.Rank != 2) 596 }
597 { 597
598 //Throw an exception - The bitmap is not 64x64 598 /// <summary>
599 //throw new Exception("Error: Invalid Parcel Bitmap in modifyLandBitmapSquare()"); 599 /// Used to modify the bitmap between the x and y points. Points use 64 scale
600 } 600 /// </summary>
601 601 /// <param name="start_x"></param>
602 int x, y; 602 /// <param name="start_y"></param>
603 for (y = 0; y < 64; y++) 603 /// <param name="end_x"></param>
604 { 604 /// <param name="end_y"></param>
605 for (x = 0; x < 64; x++) 605 /// <returns></returns>
606 { 606 public bool[,] GetSquareLandBitmap(int start_x, int start_y, int end_x, int end_y)
607 if (x >= start_x / 4 && x < end_x / 4 607 {
608 && y >= start_y / 4 && y < end_y / 4) 608 bool[,] tempBitmap = new bool[64,64];
609 { 609 tempBitmap.Initialize();
610 land_bitmap[x, y] = set_value; 610
611 } 611 tempBitmap = ModifyLandBitmapSquare(tempBitmap, start_x, start_y, end_x, end_y, true);
612 } 612 return tempBitmap;
613 } 613 }
614 return land_bitmap; 614
615 } 615 /// <summary>
616 616 /// Change a land bitmap at within a square and set those points to a specific value
617 /// <summary> 617 /// </summary>
618 /// Join the true values of 2 bitmaps together 618 /// <param name="land_bitmap"></param>
619 /// </summary> 619 /// <param name="start_x"></param>
620 /// <param name="bitmap_base"></param> 620 /// <param name="start_y"></param>
621 /// <param name="bitmap_add"></param> 621 /// <param name="end_x"></param>
622 /// <returns></returns> 622 /// <param name="end_y"></param>
623 public bool[,] MergeLandBitmaps(bool[,] bitmap_base, bool[,] bitmap_add) 623 /// <param name="set_value"></param>
624 { 624 /// <returns></returns>
625 if (bitmap_base.GetLength(0) != 64 || bitmap_base.GetLength(1) != 64 || bitmap_base.Rank != 2) 625 public bool[,] ModifyLandBitmapSquare(bool[,] land_bitmap, int start_x, int start_y, int end_x, int end_y,
626 { 626 bool set_value)
627 //Throw an exception - The bitmap is not 64x64 627 {
628 throw new Exception("Error: Invalid Parcel Bitmap - Bitmap_base in mergeLandBitmaps"); 628 if (land_bitmap.GetLength(0) != 64 || land_bitmap.GetLength(1) != 64 || land_bitmap.Rank != 2)
629 } 629 {
630 if (bitmap_add.GetLength(0) != 64 || bitmap_add.GetLength(1) != 64 || bitmap_add.Rank != 2) 630 //Throw an exception - The bitmap is not 64x64
631 { 631 //throw new Exception("Error: Invalid Parcel Bitmap in modifyLandBitmapSquare()");
632 //Throw an exception - The bitmap is not 64x64 632 }
633 throw new Exception("Error: Invalid Parcel Bitmap - Bitmap_add in mergeLandBitmaps"); 633
634 } 634 int x, y;
635 635 for (y = 0; y < 64; y++)
636 int x, y; 636 {
637 for (y = 0; y < 64; y++) 637 for (x = 0; x < 64; x++)
638 { 638 {
639 for (x = 0; x < 64; x++) 639 if (x >= start_x / 4 && x < end_x / 4
640 { 640 && y >= start_y / 4 && y < end_y / 4)
641 if (bitmap_add[x, y]) 641 {
642 { 642 land_bitmap[x, y] = set_value;
643 bitmap_base[x, y] = true; 643 }
644 } 644 }
645 } 645 }
646 } 646 return land_bitmap;
647 return bitmap_base; 647 }
648 } 648
649 649 /// <summary>
650 /// <summary> 650 /// Join the true values of 2 bitmaps together
651 /// Converts the land bitmap to a packet friendly byte array 651 /// </summary>
652 /// </summary> 652 /// <param name="bitmap_base"></param>
653 /// <returns></returns> 653 /// <param name="bitmap_add"></param>
654 private byte[] ConvertLandBitmapToBytes() 654 /// <returns></returns>
655 { 655 public bool[,] MergeLandBitmaps(bool[,] bitmap_base, bool[,] bitmap_add)
656 byte[] tempConvertArr = new byte[512]; 656 {
657 byte tempByte = 0; 657 if (bitmap_base.GetLength(0) != 64 || bitmap_base.GetLength(1) != 64 || bitmap_base.Rank != 2)
658 int x, y, i, byteNum = 0; 658 {
659 i = 0; 659 //Throw an exception - The bitmap is not 64x64
660 for (y = 0; y < 64; y++) 660 throw new Exception("Error: Invalid Parcel Bitmap - Bitmap_base in mergeLandBitmaps");
661 { 661 }
662 for (x = 0; x < 64; x++) 662 if (bitmap_add.GetLength(0) != 64 || bitmap_add.GetLength(1) != 64 || bitmap_add.Rank != 2)
663 { 663 {
664 tempByte = Convert.ToByte(tempByte | Convert.ToByte(LandBitmap[x, y]) << (i++ % 8)); 664 //Throw an exception - The bitmap is not 64x64
665 if (i % 8 == 0) 665 throw new Exception("Error: Invalid Parcel Bitmap - Bitmap_add in mergeLandBitmaps");
666 { 666 }
667 tempConvertArr[byteNum] = tempByte; 667
668 tempByte = (byte) 0; 668 int x, y;
669 i = 0; 669 for (y = 0; y < 64; y++)
670 byteNum++; 670 {
671 } 671 for (x = 0; x < 64; x++)
672 } 672 {
673 } 673 if (bitmap_add[x, y])
674 return tempConvertArr; 674 {
675 } 675 bitmap_base[x, y] = true;
676 676 }
677 private bool[,] ConvertBytesToLandBitmap() 677 }
678 { 678 }
679 bool[,] tempConvertMap = new bool[landArrayMax, landArrayMax]; 679 return bitmap_base;
680 tempConvertMap.Initialize(); 680 }
681 byte tempByte = 0; 681
682 int x = 0, y = 0, i = 0, bitNum = 0; 682 /// <summary>
683 for (i = 0; i < 512; i++) 683 /// Converts the land bitmap to a packet friendly byte array
684 { 684 /// </summary>
685 tempByte = LandData.Bitmap[i]; 685 /// <returns></returns>
686 for (bitNum = 0; bitNum < 8; bitNum++) 686 private byte[] ConvertLandBitmapToBytes()
687 { 687 {
688 bool bit = Convert.ToBoolean(Convert.ToByte(tempByte >> bitNum) & (byte) 1); 688 byte[] tempConvertArr = new byte[512];
689 tempConvertMap[x, y] = bit; 689 byte tempByte = 0;
690 x++; 690 int x, y, i, byteNum = 0;
691 if (x > 63) 691 i = 0;
692 { 692 for (y = 0; y < 64; y++)
693 x = 0; 693 {
694 y++; 694 for (x = 0; x < 64; x++)
695 } 695 {
696 } 696 tempByte = Convert.ToByte(tempByte | Convert.ToByte(LandBitmap[x, y]) << (i++ % 8));
697 } 697 if (i % 8 == 0)
698 return tempConvertMap; 698 {
699 } 699 tempConvertArr[byteNum] = tempByte;
700 700 tempByte = (byte) 0;
701 #endregion 701 i = 0;
702 702 byteNum++;
703 #region Object Select and Object Owner Listing 703 }
704 704 }
705 public void SendForceObjectSelect(int local_id, int request_type, List<UUID> returnIDs, IClientAPI remote_client) 705 }
706 { 706 return tempConvertArr;
707 if (m_scene.Permissions.CanEditParcel(remote_client.AgentId, this)) 707 }
708 { 708
709 List<uint> resultLocalIDs = new List<uint>(); 709 private bool[,] ConvertBytesToLandBitmap()
710 try 710 {
711 { 711 bool[,] tempConvertMap = new bool[landArrayMax, landArrayMax];
712 lock (primsOverMe) 712 tempConvertMap.Initialize();
713 { 713 byte tempByte = 0;
714 foreach (SceneObjectGroup obj in primsOverMe) 714 int x = 0, y = 0, i = 0, bitNum = 0;
715 { 715 for (i = 0; i < 512; i++)
716 if (obj.LocalId > 0) 716 {
717 { 717 tempByte = LandData.Bitmap[i];
718 if (request_type == LandChannel.LAND_SELECT_OBJECTS_OWNER && obj.OwnerID == LandData.OwnerID) 718 for (bitNum = 0; bitNum < 8; bitNum++)
719 { 719 {
720 resultLocalIDs.Add(obj.LocalId); 720 bool bit = Convert.ToBoolean(Convert.ToByte(tempByte >> bitNum) & (byte) 1);
721 } 721 tempConvertMap[x, y] = bit;
722 else if (request_type == LandChannel.LAND_SELECT_OBJECTS_GROUP && obj.GroupID == LandData.GroupID && LandData.GroupID != UUID.Zero) 722 x++;
723 { 723 if (x > 63)
724 resultLocalIDs.Add(obj.LocalId); 724 {
725 } 725 x = 0;
726 else if (request_type == LandChannel.LAND_SELECT_OBJECTS_OTHER && 726 y++;
727 obj.OwnerID != remote_client.AgentId) 727 }
728 { 728 }
729 resultLocalIDs.Add(obj.LocalId); 729 }
730 } 730 return tempConvertMap;
731 else if (request_type == (int)ObjectReturnType.List && returnIDs.Contains(obj.OwnerID)) 731 }
732 { 732
733 resultLocalIDs.Add(obj.LocalId); 733 #endregion
734 } 734
735 } 735 #region Object Select and Object Owner Listing
736 } 736
737 } 737 public void SendForceObjectSelect(int local_id, int request_type, List<UUID> returnIDs, IClientAPI remote_client)
738 } catch (InvalidOperationException) 738 {
739 { 739 if (m_scene.Permissions.CanEditParcel(remote_client.AgentId, this))
740 m_log.Error("[LAND]: Unable to force select the parcel objects. Arr."); 740 {
741 } 741 List<uint> resultLocalIDs = new List<uint>();
742 742 try
743 remote_client.SendForceClientSelectObjects(resultLocalIDs); 743 {
744 } 744 lock (primsOverMe)
745 } 745 {
746 746 foreach (SceneObjectGroup obj in primsOverMe)
747 /// <summary> 747 {
748 /// Notify the parcel owner each avatar that owns prims situated on their land. This notification includes 748 if (obj.LocalId > 0)
749 /// aggreagete details such as the number of prims. 749 {
750 /// 750 if (request_type == LandChannel.LAND_SELECT_OBJECTS_OWNER && obj.OwnerID == LandData.OwnerID)
751 /// </summary> 751 {
752 /// <param name="remote_client"> 752 resultLocalIDs.Add(obj.LocalId);
753 /// A <see cref="IClientAPI"/> 753 }
754 /// </param> 754 else if (request_type == LandChannel.LAND_SELECT_OBJECTS_GROUP && obj.GroupID == LandData.GroupID && LandData.GroupID != UUID.Zero)
755 public void SendLandObjectOwners(IClientAPI remote_client) 755 {
756 { 756 resultLocalIDs.Add(obj.LocalId);
757 if (m_scene.Permissions.CanEditParcel(remote_client.AgentId, this)) 757 }
758 { 758 else if (request_type == LandChannel.LAND_SELECT_OBJECTS_OTHER &&
759 Dictionary<UUID, int> primCount = new Dictionary<UUID, int>(); 759 obj.OwnerID != remote_client.AgentId)
760 List<UUID> groups = new List<UUID>(); 760 {
761 761 resultLocalIDs.Add(obj.LocalId);
762 lock (primsOverMe) 762 }
763 { 763 else if (request_type == (int)ObjectReturnType.List && returnIDs.Contains(obj.OwnerID))
764 try 764 {
765 { 765 resultLocalIDs.Add(obj.LocalId);
766 766 }
767 foreach (SceneObjectGroup obj in primsOverMe) 767 }
768 { 768 }
769 try 769 }
770 { 770 } catch (InvalidOperationException)
771 if (!primCount.ContainsKey(obj.OwnerID)) 771 {
772 { 772 m_log.Error("[LAND]: Unable to force select the parcel objects. Arr.");
773 primCount.Add(obj.OwnerID, 0); 773 }
774 } 774
775 } 775 remote_client.SendForceClientSelectObjects(resultLocalIDs);
776 catch (NullReferenceException) 776 }
777 { 777 }
778 m_log.Info("[LAND]: " + "Got Null Reference when searching land owners from the parcel panel"); 778
779 } 779 /// <summary>
780 try 780 /// Notify the parcel owner each avatar that owns prims situated on their land. This notification includes
781 { 781 /// aggreagete details such as the number of prims.
782 primCount[obj.OwnerID] += obj.PrimCount; 782 ///
783 } 783 /// </summary>
784 catch (KeyNotFoundException) 784 /// <param name="remote_client">
785 { 785 /// A <see cref="IClientAPI"/>
786 m_log.Error("[LAND]: Unable to match a prim with it's owner."); 786 /// </param>
787 } 787 public void SendLandObjectOwners(IClientAPI remote_client)
788 if (obj.OwnerID == obj.GroupID && (!groups.Contains(obj.OwnerID))) 788 {
789 groups.Add(obj.OwnerID); 789 if (m_scene.Permissions.CanEditParcel(remote_client.AgentId, this))
790 } 790 {
791 } 791 Dictionary<UUID, int> primCount = new Dictionary<UUID, int>();
792 catch (InvalidOperationException) 792 List<UUID> groups = new List<UUID>();
793 { 793
794 m_log.Error("[LAND]: Unable to Enumerate Land object arr."); 794 lock (primsOverMe)
795 } 795 {
796 } 796 try
797 797 {
798 remote_client.SendLandObjectOwners(LandData, groups, primCount); 798
799 } 799 foreach (SceneObjectGroup obj in primsOverMe)
800 } 800 {
801 801 try
802 public Dictionary<UUID, int> GetLandObjectOwners() 802 {
803 { 803 if (!primCount.ContainsKey(obj.OwnerID))
804 Dictionary<UUID, int> ownersAndCount = new Dictionary<UUID, int>(); 804 {
805 lock (primsOverMe) 805 primCount.Add(obj.OwnerID, 0);
806 { 806 }
807 try 807 }
808 { 808 catch (NullReferenceException)
809 809 {
810 foreach (SceneObjectGroup obj in primsOverMe) 810 m_log.Info("[LAND]: " + "Got Null Reference when searching land owners from the parcel panel");
811 { 811 }
812 if (!ownersAndCount.ContainsKey(obj.OwnerID)) 812 try
813 { 813 {
814 ownersAndCount.Add(obj.OwnerID, 0); 814 primCount[obj.OwnerID] += obj.PrimCount;
815 } 815 }
816 ownersAndCount[obj.OwnerID] += obj.PrimCount; 816 catch (KeyNotFoundException)
817 } 817 {
818 } 818 m_log.Error("[LAND]: Unable to match a prim with it's owner.");
819 catch (InvalidOperationException) 819 }
820 { 820 if (obj.OwnerID == obj.GroupID && (!groups.Contains(obj.OwnerID)))
821 m_log.Error("[LAND]: Unable to enumerate land owners. arr."); 821 groups.Add(obj.OwnerID);
822 } 822 }
823 823 }
824 } 824 catch (InvalidOperationException)
825 return ownersAndCount; 825 {
826 } 826 m_log.Error("[LAND]: Unable to Enumerate Land object arr.");
827 827 }
828 #endregion 828 }
829 829
830 #region Object Returning 830 remote_client.SendLandObjectOwners(LandData, groups, primCount);
831 831 }
832 public void ReturnObject(SceneObjectGroup obj) 832 }
833 { 833
834 SceneObjectGroup[] objs = new SceneObjectGroup[1]; 834 public Dictionary<UUID, int> GetLandObjectOwners()
835 objs[0] = obj; 835 {
836 m_scene.returnObjects(objs, obj.OwnerID); 836 Dictionary<UUID, int> ownersAndCount = new Dictionary<UUID, int>();
837 } 837 lock (primsOverMe)
838 838 {
839 public void ReturnLandObjects(uint type, UUID[] owners, UUID[] tasks, IClientAPI remote_client) 839 try
840 { 840 {
841 Dictionary<UUID,List<SceneObjectGroup>> returns = 841
842 new Dictionary<UUID,List<SceneObjectGroup>>(); 842 foreach (SceneObjectGroup obj in primsOverMe)
843 843 {
844 lock (primsOverMe) 844 if (!ownersAndCount.ContainsKey(obj.OwnerID))
845 { 845 {
846 if (type == (uint)ObjectReturnType.Owner) 846 ownersAndCount.Add(obj.OwnerID, 0);
847 { 847 }
848 foreach (SceneObjectGroup obj in primsOverMe) 848 ownersAndCount[obj.OwnerID] += obj.PrimCount;
849 { 849 }
850 if (obj.OwnerID == m_landData.OwnerID) 850 }
851 { 851 catch (InvalidOperationException)
852 if (!returns.ContainsKey(obj.OwnerID)) 852 {
853 returns[obj.OwnerID] = 853 m_log.Error("[LAND]: Unable to enumerate land owners. arr.");
854 new List<SceneObjectGroup>(); 854 }
855 returns[obj.OwnerID].Add(obj); 855
856 } 856 }
857 } 857 return ownersAndCount;
858 } 858 }
859 else if (type == (uint)ObjectReturnType.Group && m_landData.GroupID != UUID.Zero) 859
860 { 860 #endregion
861 foreach (SceneObjectGroup obj in primsOverMe) 861
862 { 862 #region Object Returning
863 if (obj.GroupID == m_landData.GroupID) 863
864 { 864 public void ReturnObject(SceneObjectGroup obj)
865 if (!returns.ContainsKey(obj.OwnerID)) 865 {
866 returns[obj.OwnerID] = 866 SceneObjectGroup[] objs = new SceneObjectGroup[1];
867 new List<SceneObjectGroup>(); 867 objs[0] = obj;
868 returns[obj.OwnerID].Add(obj); 868 m_scene.returnObjects(objs, obj.OwnerID);
869 } 869 }
870 } 870
871 } 871 public void ReturnLandObjects(uint type, UUID[] owners, UUID[] tasks, IClientAPI remote_client)
872 else if (type == (uint)ObjectReturnType.Other) 872 {
873 { 873 Dictionary<UUID,List<SceneObjectGroup>> returns =
874 foreach (SceneObjectGroup obj in primsOverMe) 874 new Dictionary<UUID,List<SceneObjectGroup>>();
875 { 875
876 if (obj.OwnerID != m_landData.OwnerID && 876 lock (primsOverMe)
877 (obj.GroupID != m_landData.GroupID || 877 {
878 m_landData.GroupID == UUID.Zero)) 878 if (type == (uint)ObjectReturnType.Owner)
879 { 879 {
880 if (!returns.ContainsKey(obj.OwnerID)) 880 foreach (SceneObjectGroup obj in primsOverMe)
881 returns[obj.OwnerID] = 881 {
882 new List<SceneObjectGroup>(); 882 if (obj.OwnerID == m_landData.OwnerID)
883 returns[obj.OwnerID].Add(obj); 883 {
884 } 884 if (!returns.ContainsKey(obj.OwnerID))
885 } 885 returns[obj.OwnerID] =
886 } 886 new List<SceneObjectGroup>();
887 else if (type == (uint)ObjectReturnType.List) 887 returns[obj.OwnerID].Add(obj);
888 { 888 }
889 List<UUID> ownerlist = new List<UUID>(owners); 889 }
890 890 }
891 foreach (SceneObjectGroup obj in primsOverMe) 891 else if (type == (uint)ObjectReturnType.Group && m_landData.GroupID != UUID.Zero)
892 { 892 {
893 if (ownerlist.Contains(obj.OwnerID)) 893 foreach (SceneObjectGroup obj in primsOverMe)
894 { 894 {
895 if (!returns.ContainsKey(obj.OwnerID)) 895 if (obj.GroupID == m_landData.GroupID)
896 returns[obj.OwnerID] = 896 {
897 new List<SceneObjectGroup>(); 897 if (!returns.ContainsKey(obj.OwnerID))
898 returns[obj.OwnerID].Add(obj); 898 returns[obj.OwnerID] =
899 } 899 new List<SceneObjectGroup>();
900 } 900 returns[obj.OwnerID].Add(obj);
901 } 901 }
902 } 902 }
903 903 }
904 foreach (List<SceneObjectGroup> ol in returns.Values) 904 else if (type == (uint)ObjectReturnType.Other)
905 { 905 {
906 if (m_scene.Permissions.CanReturnObjects(this, remote_client.AgentId, ol)) 906 foreach (SceneObjectGroup obj in primsOverMe)
907 m_scene.returnObjects(ol.ToArray(), remote_client.AgentId); 907 {
908 } 908 if (obj.OwnerID != m_landData.OwnerID &&
909 } 909 (obj.GroupID != m_landData.GroupID ||
910 910 m_landData.GroupID == UUID.Zero))
911 #endregion 911 {
912 912 if (!returns.ContainsKey(obj.OwnerID))
913 #region Object Adding/Removing from Parcel 913 returns[obj.OwnerID] =
914 914 new List<SceneObjectGroup>();
915 public void ResetLandPrimCounts() 915 returns[obj.OwnerID].Add(obj);
916 { 916 }
917 LandData.GroupPrims = 0; 917 }
918 LandData.OwnerPrims = 0; 918 }
919 LandData.OtherPrims = 0; 919 else if (type == (uint)ObjectReturnType.List)
920 LandData.SelectedPrims = 0; 920 {
921 921 List<UUID> ownerlist = new List<UUID>(owners);
922 922
923 lock (primsOverMe) 923 foreach (SceneObjectGroup obj in primsOverMe)
924 primsOverMe.Clear(); 924 {
925 } 925 if (ownerlist.Contains(obj.OwnerID))
926 926 {
927 public void AddPrimToCount(SceneObjectGroup obj) 927 if (!returns.ContainsKey(obj.OwnerID))
928 { 928 returns[obj.OwnerID] =
929 929 new List<SceneObjectGroup>();
930 UUID prim_owner = obj.OwnerID; 930 returns[obj.OwnerID].Add(obj);
931 int prim_count = obj.PrimCount; 931 }
932 932 }
933 if (obj.IsSelected) 933 }
934 { 934 }
935 LandData.SelectedPrims += prim_count; 935
936 } 936 foreach (List<SceneObjectGroup> ol in returns.Values)
937 else 937 {
938 { 938 if (m_scene.Permissions.CanReturnObjects(this, remote_client.AgentId, ol))
939 if (prim_owner == LandData.OwnerID) 939 m_scene.returnObjects(ol.ToArray(), remote_client.AgentId);
940 { 940 }
941 LandData.OwnerPrims += prim_count; 941 }
942 } 942
943 else if ((obj.GroupID == LandData.GroupID || 943 #endregion
944 prim_owner == LandData.GroupID) && 944
945 LandData.GroupID != UUID.Zero) 945 #region Object Adding/Removing from Parcel
946 { 946
947 LandData.GroupPrims += prim_count; 947 public void ResetLandPrimCounts()
948 } 948 {
949 else 949 LandData.GroupPrims = 0;
950 { 950 LandData.OwnerPrims = 0;
951 LandData.OtherPrims += prim_count; 951 LandData.OtherPrims = 0;
952 } 952 LandData.SelectedPrims = 0;
953 } 953
954 954
955 lock (primsOverMe) 955 lock (primsOverMe)
956 primsOverMe.Add(obj); 956 primsOverMe.Clear();
957 } 957 }
958 958
959 public void RemovePrimFromCount(SceneObjectGroup obj) 959 public void AddPrimToCount(SceneObjectGroup obj)
960 { 960 {
961 lock (primsOverMe) 961
962 { 962 UUID prim_owner = obj.OwnerID;
963 if (primsOverMe.Contains(obj)) 963 int prim_count = obj.PrimCount;
964 { 964
965 UUID prim_owner = obj.OwnerID; 965 if (obj.IsSelected)
966 int prim_count = obj.PrimCount; 966 {
967 967 LandData.SelectedPrims += prim_count;
968 if (prim_owner == LandData.OwnerID) 968 }
969 { 969 else
970 LandData.OwnerPrims -= prim_count; 970 {
971 } 971 if (prim_owner == LandData.OwnerID)
972 else if (obj.GroupID == LandData.GroupID || 972 {
973 prim_owner == LandData.GroupID) 973 LandData.OwnerPrims += prim_count;
974 { 974 }
975 LandData.GroupPrims -= prim_count; 975 else if ((obj.GroupID == LandData.GroupID ||
976 } 976 prim_owner == LandData.GroupID) &&
977 else 977 LandData.GroupID != UUID.Zero)
978 { 978 {
979 LandData.OtherPrims -= prim_count; 979 LandData.GroupPrims += prim_count;
980 } 980 }
981 981 else
982 primsOverMe.Remove(obj); 982 {
983 } 983 LandData.OtherPrims += prim_count;
984 } 984 }
985 } 985 }
986 986
987 #endregion 987 lock (primsOverMe)
988 988 primsOverMe.Add(obj);
989 #endregion 989 }
990 990
991 #endregion 991 public void RemovePrimFromCount(SceneObjectGroup obj)
992 992 {
993 /// <summary> 993 lock (primsOverMe)
994 /// Set the media url for this land parcel 994 {
995 /// </summary> 995 if (primsOverMe.Contains(obj))
996 /// <param name="url"></param> 996 {
997 public void SetMediaUrl(string url) 997 UUID prim_owner = obj.OwnerID;
998 { 998 int prim_count = obj.PrimCount;
999 LandData.MediaURL = url; 999
1000 SendLandUpdateToAvatarsOverMe(); 1000 if (prim_owner == LandData.OwnerID)
1001 } 1001 {
1002 1002 LandData.OwnerPrims -= prim_count;
1003 /// <summary> 1003 }
1004 /// Set the music url for this land parcel 1004 else if (obj.GroupID == LandData.GroupID ||
1005 /// </summary> 1005 prim_owner == LandData.GroupID)
1006 /// <param name="url"></param> 1006 {
1007 public void SetMusicUrl(string url) 1007 LandData.GroupPrims -= prim_count;
1008 { 1008 }
1009 LandData.MusicURL = url; 1009 else
1010 SendLandUpdateToAvatarsOverMe(); 1010 {
1011 } 1011 LandData.OtherPrims -= prim_count;
1012 } 1012 }
1013} 1013
1014 primsOverMe.Remove(obj);
1015 }
1016 }
1017 }
1018
1019 #endregion
1020
1021 #endregion
1022
1023 #endregion
1024
1025 /// <summary>
1026 /// Set the media url for this land parcel
1027 /// </summary>
1028 /// <param name="url"></param>
1029 public void SetMediaUrl(string url)
1030 {
1031 LandData.MediaURL = url;
1032 SendLandUpdateToAvatarsOverMe();
1033 }
1034
1035 /// <summary>
1036 /// Set the music url for this land parcel
1037 /// </summary>
1038 /// <param name="url"></param>
1039 public void SetMusicUrl(string url)
1040 {
1041 LandData.MusicURL = url;
1042 SendLandUpdateToAvatarsOverMe();
1043 }
1044 }
1045}
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
index bc54997..b1747ef 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -412,7 +412,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
412 412
413 public string Name 413 public string Name
414 { 414 {
415 get { return "PermissionsModule"; } 415 get { return "DefaultPermissionsModule"; }
416 } 416 }
417 417
418 public bool IsSharedModule 418 public bool IsSharedModule
diff --git a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
index cb80111..d4166d0 100644
--- a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
+++ b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
@@ -549,6 +549,8 @@ namespace OpenSim.Region.CoreModules.World.Terrain
549 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised()); 549 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised());
550 m_scene.SaveTerrain(); 550 m_scene.SaveTerrain();
551 551
552 m_scene.EventManager.TriggerTerrainUpdate();
553
552 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out. 554 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out.
553 //m_scene.CreateTerrainTexture(true); 555 //m_scene.CreateTerrainTexture(true);
554 } 556 }
diff --git a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
index 268612e..944ad94 100644
--- a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
+++ b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
@@ -79,7 +79,7 @@ namespace OpenSim.Region.Examples.SimpleModule
79 public event DisconnectUser OnDisconnectUser; 79 public event DisconnectUser OnDisconnectUser;
80 public event RequestAvatarProperties OnRequestAvatarProperties; 80 public event RequestAvatarProperties OnRequestAvatarProperties;
81 public event SetAlwaysRun OnSetAlwaysRun; 81 public event SetAlwaysRun OnSetAlwaysRun;
82 82 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
83 public event DeRezObject OnDeRezObject; 83 public event DeRezObject OnDeRezObject;
84 public event Action<IClientAPI> OnRegionHandShakeReply; 84 public event Action<IClientAPI> OnRegionHandShakeReply;
85 public event GenericCall2 OnRequestWearables; 85 public event GenericCall2 OnRequestWearables;
@@ -821,12 +821,21 @@ namespace OpenSim.Region.Examples.SimpleModule
821 { 821 {
822 } 822 }
823 823
824 public void ProcessPendingPackets()
825 {
826 }
827
824 public void ProcessInPacket(Packet NewPack) 828 public void ProcessInPacket(Packet NewPack)
825 { 829 {
826 } 830 }
827 831
828 public void Close() 832 public void Close()
829 { 833 {
834 Close(true);
835 }
836
837 public void Close(bool sendStop)
838 {
830 } 839 }
831 840
832 public void Start() 841 public void Start()
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index 2af2548..9fe6d96 100644
--- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using OpenMetaverse; 30using OpenMetaverse;
30using OpenMetaverse.Packets; 31using OpenMetaverse.Packets;
31using OpenSim.Framework; 32using OpenSim.Framework;
@@ -82,6 +83,10 @@ namespace OpenSim.Region.Framework.Interfaces
82 UUID RezSingleAttachmentFromInventory( 83 UUID RezSingleAttachmentFromInventory(
83 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus); 84 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus);
84 85
86 // Same as above, but also load script states from a separate doc
87 UUID RezSingleAttachmentFromInventory(
88 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc);
89
85 /// <summary> 90 /// <summary>
86 /// Rez multiple attachments from a user's inventory 91 /// Rez multiple attachments from a user's inventory
87 /// </summary> 92 /// </summary>
@@ -132,4 +137,4 @@ namespace OpenSim.Region.Framework.Interfaces
132 /// </param> 137 /// </param>
133 void ShowDetachInUserInventory(UUID itemID, IClientAPI remoteClient); 138 void ShowDetachInUserInventory(UUID itemID, IClientAPI remoteClient);
134 } 139 }
135} \ No newline at end of file 140}
diff --git a/OpenSim/Region/Framework/Interfaces/IDwellModule.cs b/OpenSim/Region/Framework/Interfaces/IDwellModule.cs
new file mode 100644
index 0000000..db50439
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/IDwellModule.cs
@@ -0,0 +1,37 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using OpenMetaverse;
29using OpenSim.Framework;
30
31namespace OpenSim.Region.Framework.Interfaces
32{
33 public interface IDwellModule
34 {
35 int GetDwell(UUID parcelID);
36 }
37}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index ae2e844..f5cd528 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -106,6 +106,8 @@ namespace OpenSim.Region.Framework.Interfaces
106 /// <param name="stateSource"></param> 106 /// <param name="stateSource"></param>
107 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); 107 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
108 108
109 ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
110
109 /// <summary> 111 /// <summary>
110 /// Stop a script which is in this prim's inventory. 112 /// Stop a script which is in this prim's inventory.
111 /// </summary> 113 /// </summary>
@@ -226,5 +228,6 @@ namespace OpenSim.Region.Framework.Interfaces
226 /// A <see cref="Dictionary`2"/> 228 /// A <see cref="Dictionary`2"/>
227 /// </returns> 229 /// </returns>
228 Dictionary<UUID, string> GetScriptStates(); 230 Dictionary<UUID, string> GetScriptStates();
231 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
229 } 232 }
230} 233}
diff --git a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
index 2d6287f..67a500f 100644
--- a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
+++ b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
@@ -68,6 +68,14 @@ namespace OpenSim.Region.Framework.Interfaces
68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri); 68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri);
69 69
70 /// <summary> 70 /// <summary>
71 /// Close chid agent.
72 /// </summary>
73 /// <param name="regionHandle"></param>
74 /// <param name="id"></param>
75 /// <returns></returns>
76 bool SendCloseChildAgent(ulong regionHandle, UUID id);
77
78 /// <summary>
71 /// Close agent. 79 /// Close agent.
72 /// </summary> 80 /// </summary>
73 /// <param name="regionHandle"></param> 81 /// <param name="regionHandle"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
new file mode 100644
index 0000000..e01f649
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
@@ -0,0 +1,27 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster LImited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6// Mod 2
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface ISnmpModule
11{
12 void Trap(int code, string Message, Scene scene);
13 void Critical(string Message, Scene scene);
14 void Warning(string Message, Scene scene);
15 void Major(string Message, Scene scene);
16 void ColdStart(int step , Scene scene);
17 void Shutdown(int step , Scene scene);
18 //
19 // Node Start/stop events
20 //
21 void LinkUp(Scene scene);
22 void LinkDown(Scene scene);
23 void BootInfo(string data, Scene scene);
24 void trapDebug(string Module,string data, Scene scene);
25 void trapXMRE(int data, string Message, Scene scene);
26
27}
diff --git a/OpenSim/Region/Framework/ModuleLoader.cs b/OpenSim/Region/Framework/ModuleLoader.cs
index 23be9c2..69ba2042 100644
--- a/OpenSim/Region/Framework/ModuleLoader.cs
+++ b/OpenSim/Region/Framework/ModuleLoader.cs
@@ -226,7 +226,8 @@ namespace OpenSim.Region.Framework
226 "[MODULES]: Could not load types for [{0}]. Exception {1}", pluginAssembly.FullName, e); 226 "[MODULES]: Could not load types for [{0}]. Exception {1}", pluginAssembly.FullName, e);
227 227
228 // justincc: Right now this is fatal to really get the user's attention 228 // justincc: Right now this is fatal to really get the user's attention
229 throw e; 229 // TomMeta: WTF? No, how about we /don't/ throw a fatal exception when there's no need to?
230 //throw e;
230 } 231 }
231 } 232 }
232 233
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index a90e0f3..b847d87 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -53,10 +53,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
53 { 53 {
54 get { return m_movementAnimation; } 54 get { return m_movementAnimation; }
55 } 55 }
56 protected string m_movementAnimation = "DEFAULT"; 56 // protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist!
57 57 protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init.
58 private int m_animTickFall; 58 private int m_animTickFall;
59 private int m_animTickJump; 59// private int m_animTickJump;
60 public int m_animTickJump; // ScenePresence has to see this to control +Z force
60 61
61 /// <value> 62 /// <value>
62 /// The scene presence that this animator applies to 63 /// The scene presence that this animator applies to
@@ -123,8 +124,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
123 /// </summary> 124 /// </summary>
124 public void TrySetMovementAnimation(string anim) 125 public void TrySetMovementAnimation(string anim)
125 { 126 {
126 //m_log.DebugFormat("Updating movement animation to {0}", anim);
127
128 if (!m_scenePresence.IsChildAgent) 127 if (!m_scenePresence.IsChildAgent)
129 { 128 {
130 if (m_animations.TrySetDefaultAnimation( 129 if (m_animations.TrySetDefaultAnimation(
@@ -146,10 +145,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
146 const float PREJUMP_DELAY = 0.25f; 145 const float PREJUMP_DELAY = 0.25f;
147 146
148 #region Inputs 147 #region Inputs
149 if (m_scenePresence.SitGround) 148
150 {
151 return "SIT_GROUND_CONSTRAINED";
152 }
153 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; 149 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
154 PhysicsActor actor = m_scenePresence.PhysicsActor; 150 PhysicsActor actor = m_scenePresence.PhysicsActor;
155 151
@@ -159,11 +155,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
159 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); 155 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
160 156
161 // Check control flags 157 // Check control flags
162 bool heldForward = 158 bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS);
163 (((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)); 159 bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
164 bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; 160 bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
165 bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; 161 bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
166 bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
167 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; 162 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
168 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; 163 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
169 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; 164 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
@@ -266,7 +261,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
266 m_animTickJump = Environment.TickCount; 261 m_animTickJump = Environment.TickCount;
267 return "PREJUMP"; 262 return "PREJUMP";
268 } 263 }
269 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) 264 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 800.0f)
270 { 265 {
271 // Start actual jump 266 // Start actual jump
272 if (m_animTickJump == -1) 267 if (m_animTickJump == -1)
@@ -316,7 +311,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
316 public void UpdateMovementAnimations() 311 public void UpdateMovementAnimations()
317 { 312 {
318 m_movementAnimation = GetMovementAnimation(); 313 m_movementAnimation = GetMovementAnimation();
319
320 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump) 314 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
321 { 315 {
322 // This was the previous behavior before PREJUMP 316 // This was the previous behavior before PREJUMP
diff --git a/OpenSim/Region/Framework/Scenes/EntityManager.cs b/OpenSim/Region/Framework/Scenes/EntityManager.cs
index 099fcce..c246e32 100644
--- a/OpenSim/Region/Framework/Scenes/EntityManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EntityManager.cs
@@ -40,7 +40,7 @@ namespace OpenSim.Region.Framework.Scenes
40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>(); 40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>();
41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>(); 41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>();
42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>(); 42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>();
43 private readonly Object m_lock = new Object(); 43 private System.Threading.ReaderWriterLockSlim m_lock = new System.Threading.ReaderWriterLockSlim();
44 44
45 [Obsolete("Use Add() instead.")] 45 [Obsolete("Use Add() instead.")]
46 public void Add(UUID id, EntityBase eb) 46 public void Add(UUID id, EntityBase eb)
@@ -50,7 +50,8 @@ namespace OpenSim.Region.Framework.Scenes
50 50
51 public void Add(EntityBase entity) 51 public void Add(EntityBase entity)
52 { 52 {
53 lock (m_lock) 53 m_lock.EnterWriteLock();
54 try
54 { 55 {
55 try 56 try
56 { 57 {
@@ -62,11 +63,16 @@ namespace OpenSim.Region.Framework.Scenes
62 m_log.ErrorFormat("Add Entity failed: {0}", e.Message); 63 m_log.ErrorFormat("Add Entity failed: {0}", e.Message);
63 } 64 }
64 } 65 }
66 finally
67 {
68 m_lock.ExitWriteLock();
69 }
65 } 70 }
66 71
67 public void InsertOrReplace(EntityBase entity) 72 public void InsertOrReplace(EntityBase entity)
68 { 73 {
69 lock (m_lock) 74 m_lock.EnterWriteLock();
75 try
70 { 76 {
71 try 77 try
72 { 78 {
@@ -78,15 +84,24 @@ namespace OpenSim.Region.Framework.Scenes
78 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message); 84 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message);
79 } 85 }
80 } 86 }
87 finally
88 {
89 m_lock.ExitWriteLock();
90 }
81 } 91 }
82 92
83 public void Clear() 93 public void Clear()
84 { 94 {
85 lock (m_lock) 95 m_lock.EnterWriteLock();
96 try
86 { 97 {
87 m_eb_uuid.Clear(); 98 m_eb_uuid.Clear();
88 m_eb_localID.Clear(); 99 m_eb_localID.Clear();
89 } 100 }
101 finally
102 {
103 m_lock.ExitWriteLock();
104 }
90 } 105 }
91 106
92 public int Count 107 public int Count
@@ -123,7 +138,8 @@ namespace OpenSim.Region.Framework.Scenes
123 138
124 public bool Remove(uint localID) 139 public bool Remove(uint localID)
125 { 140 {
126 lock (m_lock) 141 m_lock.EnterWriteLock();
142 try
127 { 143 {
128 try 144 try
129 { 145 {
@@ -141,11 +157,16 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 157 return false;
142 } 158 }
143 } 159 }
160 finally
161 {
162 m_lock.ExitWriteLock();
163 }
144 } 164 }
145 165
146 public bool Remove(UUID id) 166 public bool Remove(UUID id)
147 { 167 {
148 lock (m_lock) 168 m_lock.EnterWriteLock();
169 try
149 { 170 {
150 try 171 try
151 { 172 {
@@ -163,13 +184,18 @@ namespace OpenSim.Region.Framework.Scenes
163 return false; 184 return false;
164 } 185 }
165 } 186 }
187 finally
188 {
189 m_lock.ExitWriteLock();
190 }
166 } 191 }
167 192
168 public List<EntityBase> GetAllByType<T>() 193 public List<EntityBase> GetAllByType<T>()
169 { 194 {
170 List<EntityBase> tmp = new List<EntityBase>(); 195 List<EntityBase> tmp = new List<EntityBase>();
171 196
172 lock (m_lock) 197 m_lock.EnterReadLock();
198 try
173 { 199 {
174 try 200 try
175 { 201 {
@@ -187,23 +213,33 @@ namespace OpenSim.Region.Framework.Scenes
187 tmp = null; 213 tmp = null;
188 } 214 }
189 } 215 }
216 finally
217 {
218 m_lock.ExitReadLock();
219 }
190 220
191 return tmp; 221 return tmp;
192 } 222 }
193 223
194 public List<EntityBase> GetEntities() 224 public List<EntityBase> GetEntities()
195 { 225 {
196 lock (m_lock) 226 m_lock.EnterReadLock();
227 try
197 { 228 {
198 return new List<EntityBase>(m_eb_uuid.Values); 229 return new List<EntityBase>(m_eb_uuid.Values);
199 } 230 }
231 finally
232 {
233 m_lock.ExitReadLock();
234 }
200 } 235 }
201 236
202 public EntityBase this[UUID id] 237 public EntityBase this[UUID id]
203 { 238 {
204 get 239 get
205 { 240 {
206 lock (m_lock) 241 m_lock.EnterReadLock();
242 try
207 { 243 {
208 EntityBase entity; 244 EntityBase entity;
209 if (m_eb_uuid.TryGetValue(id, out entity)) 245 if (m_eb_uuid.TryGetValue(id, out entity))
@@ -211,6 +247,10 @@ namespace OpenSim.Region.Framework.Scenes
211 else 247 else
212 return null; 248 return null;
213 } 249 }
250 finally
251 {
252 m_lock.ExitReadLock();
253 }
214 } 254 }
215 set 255 set
216 { 256 {
@@ -222,7 +262,8 @@ namespace OpenSim.Region.Framework.Scenes
222 { 262 {
223 get 263 get
224 { 264 {
225 lock (m_lock) 265 m_lock.EnterReadLock();
266 try
226 { 267 {
227 EntityBase entity; 268 EntityBase entity;
228 if (m_eb_localID.TryGetValue(localID, out entity)) 269 if (m_eb_localID.TryGetValue(localID, out entity))
@@ -230,6 +271,10 @@ namespace OpenSim.Region.Framework.Scenes
230 else 271 else
231 return null; 272 return null;
232 } 273 }
274 finally
275 {
276 m_lock.ExitReadLock();
277 }
233 } 278 }
234 set 279 set
235 { 280 {
@@ -239,18 +284,28 @@ namespace OpenSim.Region.Framework.Scenes
239 284
240 public bool TryGetValue(UUID key, out EntityBase obj) 285 public bool TryGetValue(UUID key, out EntityBase obj)
241 { 286 {
242 lock (m_lock) 287 m_lock.EnterReadLock();
288 try
243 { 289 {
244 return m_eb_uuid.TryGetValue(key, out obj); 290 return m_eb_uuid.TryGetValue(key, out obj);
245 } 291 }
292 finally
293 {
294 m_lock.ExitReadLock();
295 }
246 } 296 }
247 297
248 public bool TryGetValue(uint key, out EntityBase obj) 298 public bool TryGetValue(uint key, out EntityBase obj)
249 { 299 {
250 lock (m_lock) 300 m_lock.EnterReadLock();
301 try
251 { 302 {
252 return m_eb_localID.TryGetValue(key, out obj); 303 return m_eb_localID.TryGetValue(key, out obj);
253 } 304 }
305 finally
306 {
307 m_lock.ExitReadLock();
308 }
254 } 309 }
255 310
256 /// <summary> 311 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 0ae3146..52e6e92 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -55,8 +55,12 @@ namespace OpenSim.Region.Framework.Scenes
55 55
56 public delegate void OnTerrainTickDelegate(); 56 public delegate void OnTerrainTickDelegate();
57 57
58 public delegate void OnTerrainUpdateDelegate();
59
58 public event OnTerrainTickDelegate OnTerrainTick; 60 public event OnTerrainTickDelegate OnTerrainTick;
59 61
62 public event OnTerrainUpdateDelegate OnTerrainUpdate;
63
60 public delegate void OnBackupDelegate(IRegionDataStore datastore, bool forceBackup); 64 public delegate void OnBackupDelegate(IRegionDataStore datastore, bool forceBackup);
61 65
62 public event OnBackupDelegate OnBackup; 66 public event OnBackupDelegate OnBackup;
@@ -744,6 +748,26 @@ namespace OpenSim.Region.Framework.Scenes
744 } 748 }
745 } 749 }
746 } 750 }
751 public void TriggerTerrainUpdate()
752 {
753 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
754 if (handlerTerrainUpdate != null)
755 {
756 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
757 {
758 try
759 {
760 d();
761 }
762 catch (Exception e)
763 {
764 m_log.ErrorFormat(
765 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
766 e.Message, e.StackTrace);
767 }
768 }
769 }
770 }
747 771
748 public void TriggerTerrainTick() 772 public void TriggerTerrainTick()
749 { 773 {
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index de3c360..145f9ed 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -134,6 +134,7 @@ namespace OpenSim.Region.Framework.Scenes
134 134
135 private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity) 135 private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity)
136 { 136 {
137 if (entity == null) return double.NaN;
137 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 138 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
138 if (presence != null) 139 if (presence != null)
139 { 140 {
@@ -144,7 +145,17 @@ namespace OpenSim.Region.Framework.Scenes
144 // Use group position for child prims 145 // Use group position for child prims
145 Vector3 entityPos = entity.AbsolutePosition; 146 Vector3 entityPos = entity.AbsolutePosition;
146 if (entity is SceneObjectPart) 147 if (entity is SceneObjectPart)
147 entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; 148 {
149 SceneObjectGroup group = m_scene.GetGroupByPrim(entity.LocalId);
150 if (group == null)
151 {
152 entityPos = entity.AbsolutePosition;
153 }
154 else
155 {
156 entityPos = group.AbsolutePosition;
157 }
158 }
148 else 159 else
149 entityPos = entity.AbsolutePosition; 160 entityPos = entity.AbsolutePosition;
150 161
@@ -186,9 +197,9 @@ namespace OpenSim.Region.Framework.Scenes
186 return 0.0; 197 return 0.0;
187 198
188 // Use group position for child prims 199 // Use group position for child prims
189 Vector3 entityPos = entity.AbsolutePosition; 200 Vector3 entityPos;
190 if (entity is SceneObjectPart) 201 if (entity is SceneObjectPart)
191 entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; 202 entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition;
192 else 203 else
193 entityPos = entity.AbsolutePosition; 204 entityPos = entity.AbsolutePosition;
194 205
@@ -211,12 +222,19 @@ namespace OpenSim.Region.Framework.Scenes
211 222
212 if (entity is SceneObjectPart) 223 if (entity is SceneObjectPart)
213 { 224 {
214 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
215 if (physActor == null || !physActor.IsPhysical)
216 priority += 100;
217
218 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment) 225 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment)
226 {
219 priority = 1.0; 227 priority = 1.0;
228 }
229 else
230 {
231 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
232 if (physActor == null || !physActor.IsPhysical)
233 priority += 100;
234 }
235
236 if (((SceneObjectPart)entity).ParentGroup.RootPart != (SceneObjectPart)entity)
237 priority +=1;
220 } 238 }
221 return priority; 239 return priority;
222 } 240 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 379128a..48508f8 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -94,6 +94,22 @@ namespace OpenSim.Region.Framework.Scenes
94 94
95 public void AddInventoryItem(UUID AgentID, InventoryItemBase item) 95 public void AddInventoryItem(UUID AgentID, InventoryItemBase item)
96 { 96 {
97 InventoryFolderBase folder;
98
99 if (item.Folder == UUID.Zero)
100 {
101 folder = InventoryService.GetFolderForType(AgentID, (AssetType)item.AssetType);
102 if (folder == null)
103 {
104 folder = InventoryService.GetRootFolder(AgentID);
105
106 if (folder == null)
107 return;
108 }
109
110 item.Folder = folder.ID;
111 }
112
97 if (InventoryService.AddItem(item)) 113 if (InventoryService.AddItem(item))
98 { 114 {
99 int userlevel = 0; 115 int userlevel = 0;
@@ -214,8 +230,7 @@ namespace OpenSim.Region.Framework.Scenes
214 { 230 {
215 // Needs to determine which engine was running it and use that 231 // Needs to determine which engine was running it and use that
216 // 232 //
217 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 233 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
218 errors = part.Inventory.GetScriptErrors(item.ItemID);
219 } 234 }
220 else 235 else
221 { 236 {
@@ -633,6 +648,8 @@ namespace OpenSim.Region.Framework.Scenes
633 return; 648 return;
634 } 649 }
635 650
651 if (newName == null) newName = item.Name;
652
636 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 653 AssetBase asset = AssetService.Get(item.AssetID.ToString());
637 654
638 if (asset != null) 655 if (asset != null)
@@ -680,6 +697,24 @@ namespace OpenSim.Region.Framework.Scenes
680 } 697 }
681 698
682 /// <summary> 699 /// <summary>
700 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
701 /// </summary>
702 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
703 {
704 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
705 foreach (InventoryItemBase b in items)
706 {
707 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
708 InventoryItemBase n = InventoryService.GetItem(b);
709 n.Folder = destfolder;
710 moveitems.Add(n);
711 remoteClient.SendInventoryItemCreateUpdate(n, 0);
712 }
713
714 MoveInventoryItem(remoteClient, moveitems);
715 }
716
717 /// <summary>
683 /// Move an item within the agent's inventory. 718 /// Move an item within the agent's inventory.
684 /// </summary> 719 /// </summary>
685 /// <param name="remoteClient"></param> 720 /// <param name="remoteClient"></param>
@@ -914,8 +949,12 @@ namespace OpenSim.Region.Framework.Scenes
914 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 949 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
915 { 950 {
916 SceneObjectPart part = GetSceneObjectPart(localID); 951 SceneObjectPart part = GetSceneObjectPart(localID);
917 SceneObjectGroup group = part.ParentGroup; 952 SceneObjectGroup group = null;
918 if (group != null) 953 if (part != null)
954 {
955 group = part.ParentGroup;
956 }
957 if (part != null && group != null)
919 { 958 {
920 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId)) 959 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
921 return; 960 return;
@@ -1496,7 +1535,7 @@ namespace OpenSim.Region.Framework.Scenes
1496 return; 1535 return;
1497 1536
1498 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1537 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1499 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1538 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1500 remoteClient.AgentId); 1539 remoteClient.AgentId);
1501 AssetService.Store(asset); 1540 AssetService.Store(asset);
1502 1541
@@ -1691,11 +1730,19 @@ namespace OpenSim.Region.Framework.Scenes
1691 // Invalid id 1730 // Invalid id
1692 SceneObjectPart part = GetSceneObjectPart(localID); 1731 SceneObjectPart part = GetSceneObjectPart(localID);
1693 if (part == null) 1732 if (part == null)
1733 {
1734 //Client still thinks the object exists, kill it
1735 SendKillObject(localID);
1694 continue; 1736 continue;
1737 }
1695 1738
1696 // Already deleted by someone else 1739 // Already deleted by someone else
1697 if (part.ParentGroup == null || part.ParentGroup.IsDeleted) 1740 if (part.ParentGroup == null || part.ParentGroup.IsDeleted)
1741 {
1742 //Client still thinks the object exists, kill it
1743 SendKillObject(localID);
1698 continue; 1744 continue;
1745 }
1699 1746
1700 // Can't delete child prims 1747 // Can't delete child prims
1701 if (part != part.ParentGroup.RootPart) 1748 if (part != part.ParentGroup.RootPart)
@@ -1722,15 +1769,21 @@ namespace OpenSim.Region.Framework.Scenes
1722 } 1769 }
1723 else 1770 else
1724 { 1771 {
1725 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1772 if (action == DeRezAction.TakeCopy)
1773 {
1774 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1775 permissionToTakeCopy = false;
1776 }
1777 else
1778 {
1726 permissionToTakeCopy = false; 1779 permissionToTakeCopy = false;
1780 }
1727 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1781 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1728 permissionToTake = false; 1782 permissionToTake = false;
1729 1783
1730 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1784 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1731 permissionToDelete = false; 1785 permissionToDelete = false;
1732 } 1786 }
1733
1734 } 1787 }
1735 1788
1736 // Handle god perms 1789 // Handle god perms
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 1f4d022..ec97d25 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -136,6 +136,7 @@ namespace OpenSim.Region.Framework.Scenes
136 protected SceneCommunicationService m_sceneGridService; 136 protected SceneCommunicationService m_sceneGridService;
137 public bool LoginsDisabled = true; 137 public bool LoginsDisabled = true;
138 public bool LoadingPrims = false; 138 public bool LoadingPrims = false;
139 public bool CombineRegions = false;
139 140
140 public new float TimeDilation 141 public new float TimeDilation
141 { 142 {
@@ -149,6 +150,20 @@ namespace OpenSim.Region.Framework.Scenes
149 150
150 public IXfer XferManager; 151 public IXfer XferManager;
151 152
153 protected ISnmpModule m_snmpService = null;
154 public ISnmpModule SnmpService
155 {
156 get
157 {
158 if (m_snmpService == null)
159 {
160 m_snmpService = RequestModuleInterface<ISnmpModule>();
161 }
162
163 return m_snmpService;
164 }
165 }
166
152 protected IAssetService m_AssetService; 167 protected IAssetService m_AssetService;
153 protected IAuthorizationService m_AuthorizationService; 168 protected IAuthorizationService m_AuthorizationService;
154 169
@@ -383,6 +398,7 @@ namespace OpenSim.Region.Framework.Scenes
383 private bool m_firstHeartbeat = true; 398 private bool m_firstHeartbeat = true;
384 399
385 private object m_deleting_scene_object = new object(); 400 private object m_deleting_scene_object = new object();
401 private object m_cleaningAttachments = new object();
386 402
387 // the minimum time that must elapse before a changed object will be considered for persisted 403 // the minimum time that must elapse before a changed object will be considered for persisted
388 public long m_dontPersistBefore = DEFAULT_MIN_TIME_FOR_PERSISTENCE * 10000000L; 404 public long m_dontPersistBefore = DEFAULT_MIN_TIME_FOR_PERSISTENCE * 10000000L;
@@ -543,6 +559,8 @@ namespace OpenSim.Region.Framework.Scenes
543 559
544 // Load region settings 560 // Load region settings
545 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID); 561 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID);
562 m_regInfo.WindlightSettings = m_storageManager.DataStore.LoadRegionWindlightSettings(m_regInfo.RegionID);
563
546 if (m_storageManager.EstateDataStore != null) 564 if (m_storageManager.EstateDataStore != null)
547 { 565 {
548 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID, false); 566 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID, false);
@@ -605,9 +623,10 @@ namespace OpenSim.Region.Framework.Scenes
605 //Animation states 623 //Animation states
606 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 624 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
607 // TODO: Change default to true once the feature is supported 625 // TODO: Change default to true once the feature is supported
608 m_usePreJump = startupConfig.GetBoolean("enableprejump", false); 626 m_usePreJump = startupConfig.GetBoolean("enableprejump", true);
609
610 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 627 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
628
629 m_log.DebugFormat("[SCENE]: prejump is {0}", m_usePreJump ? "ON" : "OFF");
611 if (RegionInfo.NonphysPrimMax > 0) 630 if (RegionInfo.NonphysPrimMax > 0)
612 { 631 {
613 m_maxNonphys = RegionInfo.NonphysPrimMax; 632 m_maxNonphys = RegionInfo.NonphysPrimMax;
@@ -639,6 +658,7 @@ namespace OpenSim.Region.Framework.Scenes
639 m_persistAfter *= 10000000; 658 m_persistAfter *= 10000000;
640 659
641 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 660 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
661 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
642 662
643 IConfig packetConfig = m_config.Configs["PacketPool"]; 663 IConfig packetConfig = m_config.Configs["PacketPool"];
644 if (packetConfig != null) 664 if (packetConfig != null)
@@ -648,6 +668,7 @@ namespace OpenSim.Region.Framework.Scenes
648 } 668 }
649 669
650 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 670 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
671 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
651 672
652 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 673 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
653 if (m_generateMaptiles) 674 if (m_generateMaptiles)
@@ -672,9 +693,9 @@ namespace OpenSim.Region.Framework.Scenes
672 } 693 }
673 } 694 }
674 } 695 }
675 catch 696 catch (Exception e)
676 { 697 {
677 m_log.Warn("[SCENE]: Failed to load StartupConfig"); 698 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
678 } 699 }
679 700
680 #endregion Region Config 701 #endregion Region Config
@@ -911,6 +932,15 @@ namespace OpenSim.Region.Framework.Scenes
911 /// <param name="seconds">float indicating duration before restart.</param> 932 /// <param name="seconds">float indicating duration before restart.</param>
912 public virtual void Restart(float seconds) 933 public virtual void Restart(float seconds)
913 { 934 {
935 Restart(seconds, true);
936 }
937
938 /// <summary>
939 /// Given float seconds, this will restart the region. showDialog will optionally alert the users.
940 /// </summary>
941 /// <param name="seconds">float indicating duration before restart.</param>
942 public virtual void Restart(float seconds, bool showDialog)
943 {
914 // notifications are done in 15 second increments 944 // notifications are done in 15 second increments
915 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request 945 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request
916 // It's a 'Cancel restart' request. 946 // It's a 'Cancel restart' request.
@@ -931,8 +961,11 @@ namespace OpenSim.Region.Framework.Scenes
931 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed); 961 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed);
932 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes"); 962 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes");
933 m_restartTimer.Start(); 963 m_restartTimer.Start();
934 m_dialogModule.SendNotificationToUsersInRegion( 964 if (showDialog)
965 {
966 m_dialogModule.SendNotificationToUsersInRegion(
935 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0))); 967 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0)));
968 }
936 } 969 }
937 } 970 }
938 971
@@ -1290,16 +1323,16 @@ namespace OpenSim.Region.Framework.Scenes
1290 // Check if any objects have reached their targets 1323 // Check if any objects have reached their targets
1291 CheckAtTargets(); 1324 CheckAtTargets();
1292 1325
1293 // Update SceneObjectGroups that have scheduled themselves for updates
1294 // Objects queue their updates onto all scene presences
1295 if (m_frame % m_update_objects == 0)
1296 m_sceneGraph.UpdateObjectGroups();
1297
1298 // Run through all ScenePresences looking for updates 1326 // Run through all ScenePresences looking for updates
1299 // Presence updates and queued object updates for each presence are sent to clients 1327 // Presence updates and queued object updates for each presence are sent to clients
1300 if (m_frame % m_update_presences == 0) 1328 if (m_frame % m_update_presences == 0)
1301 m_sceneGraph.UpdatePresences(); 1329 m_sceneGraph.UpdatePresences();
1302 1330
1331 // Update SceneObjectGroups that have scheduled themselves for updates
1332 // Objects queue their updates onto all scene presences
1333 if (m_frame % m_update_objects == 0)
1334 m_sceneGraph.UpdateObjectGroups();
1335
1303 if (m_frame % m_update_coarse_locations == 0) 1336 if (m_frame % m_update_coarse_locations == 0)
1304 { 1337 {
1305 List<Vector3> coarseLocations; 1338 List<Vector3> coarseLocations;
@@ -1628,6 +1661,7 @@ namespace OpenSim.Region.Framework.Scenes
1628 public void StoreWindlightProfile(RegionLightShareData wl) 1661 public void StoreWindlightProfile(RegionLightShareData wl)
1629 { 1662 {
1630 m_regInfo.WindlightSettings = wl; 1663 m_regInfo.WindlightSettings = wl;
1664 wl.Save();
1631 m_storageManager.DataStore.StoreRegionWindlightSettings(wl); 1665 m_storageManager.DataStore.StoreRegionWindlightSettings(wl);
1632 m_eventManager.TriggerOnSaveNewWindlightProfile(); 1666 m_eventManager.TriggerOnSaveNewWindlightProfile();
1633 } 1667 }
@@ -1789,14 +1823,24 @@ namespace OpenSim.Region.Framework.Scenes
1789 /// <returns></returns> 1823 /// <returns></returns>
1790 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1824 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1791 { 1825 {
1826
1827 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1828 Vector3 wpos = Vector3.Zero;
1829 // Check for water surface intersection from above
1830 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1831 {
1832 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1833 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1834 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1835 wpos.Z = wheight;
1836 }
1837
1792 Vector3 pos = Vector3.Zero; 1838 Vector3 pos = Vector3.Zero;
1793 if (RayEndIsIntersection == (byte)1) 1839 if (RayEndIsIntersection == (byte)1)
1794 { 1840 {
1795 pos = RayEnd; 1841 pos = RayEnd;
1796 return pos;
1797 } 1842 }
1798 1843 else if (RayTargetID != UUID.Zero)
1799 if (RayTargetID != UUID.Zero)
1800 { 1844 {
1801 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1845 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1802 1846
@@ -1818,7 +1862,7 @@ namespace OpenSim.Region.Framework.Scenes
1818 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1862 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1819 1863
1820 // Un-comment out the following line to Get Raytrace results printed to the console. 1864 // Un-comment out the following line to Get Raytrace results printed to the console.
1821 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1865 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1822 float ScaleOffset = 0.5f; 1866 float ScaleOffset = 0.5f;
1823 1867
1824 // If we hit something 1868 // If we hit something
@@ -1841,13 +1885,10 @@ namespace OpenSim.Region.Framework.Scenes
1841 //pos.Z -= 0.25F; 1885 //pos.Z -= 0.25F;
1842 1886
1843 } 1887 }
1844
1845 return pos;
1846 } 1888 }
1847 else 1889 else
1848 { 1890 {
1849 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1891 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1850
1851 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1892 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1852 1893
1853 // Un-comment the following line to print the raytrace results to the console. 1894 // Un-comment the following line to print the raytrace results to the console.
@@ -1856,13 +1897,12 @@ namespace OpenSim.Region.Framework.Scenes
1856 if (ei.HitTF) 1897 if (ei.HitTF)
1857 { 1898 {
1858 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1899 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1859 } else 1900 }
1901 else
1860 { 1902 {
1861 // fall back to our stupid functionality 1903 // fall back to our stupid functionality
1862 pos = RayEnd; 1904 pos = RayEnd;
1863 } 1905 }
1864
1865 return pos;
1866 } 1906 }
1867 } 1907 }
1868 else 1908 else
@@ -1873,8 +1913,12 @@ namespace OpenSim.Region.Framework.Scenes
1873 //increase height so its above the ground. 1913 //increase height so its above the ground.
1874 //should be getting the normal of the ground at the rez point and using that? 1914 //should be getting the normal of the ground at the rez point and using that?
1875 pos.Z += scale.Z / 2f; 1915 pos.Z += scale.Z / 2f;
1876 return pos; 1916// return pos;
1877 } 1917 }
1918
1919 // check against posible water intercept
1920 if (wpos.Z > pos.Z) pos = wpos;
1921 return pos;
1878 } 1922 }
1879 1923
1880 1924
@@ -2031,6 +2075,15 @@ namespace OpenSim.Region.Framework.Scenes
2031 /// </summary> 2075 /// </summary>
2032 public void DeleteAllSceneObjects() 2076 public void DeleteAllSceneObjects()
2033 { 2077 {
2078 DeleteAllSceneObjects(false);
2079 }
2080
2081 /// <summary>
2082 /// Delete every object from the scene. This does not include attachments worn by avatars.
2083 /// </summary>
2084 public void DeleteAllSceneObjects(bool exceptNoCopy)
2085 {
2086 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2034 lock (Entities) 2087 lock (Entities)
2035 { 2088 {
2036 ICollection<EntityBase> entities = new List<EntityBase>(Entities); 2089 ICollection<EntityBase> entities = new List<EntityBase>(Entities);
@@ -2040,11 +2093,24 @@ namespace OpenSim.Region.Framework.Scenes
2040 if (e is SceneObjectGroup) 2093 if (e is SceneObjectGroup)
2041 { 2094 {
2042 SceneObjectGroup sog = (SceneObjectGroup)e; 2095 SceneObjectGroup sog = (SceneObjectGroup)e;
2043 if (!sog.IsAttachment) 2096 if (sog != null && !sog.IsAttachment)
2044 DeleteSceneObject((SceneObjectGroup)e, false); 2097 {
2098 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2099 {
2100 DeleteSceneObject((SceneObjectGroup)e, false);
2101 }
2102 else
2103 {
2104 toReturn.Add((SceneObjectGroup)e);
2105 }
2106 }
2045 } 2107 }
2046 } 2108 }
2047 } 2109 }
2110 if (toReturn.Count > 0)
2111 {
2112 returnObjects(toReturn.ToArray(), UUID.Zero);
2113 }
2048 } 2114 }
2049 2115
2050 /// <summary> 2116 /// <summary>
@@ -2416,6 +2482,12 @@ namespace OpenSim.Region.Framework.Scenes
2416 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2482 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2417 public bool AddSceneObject(SceneObjectGroup sceneObject) 2483 public bool AddSceneObject(SceneObjectGroup sceneObject)
2418 { 2484 {
2485 if (sceneObject.OwnerID == UUID.Zero)
2486 {
2487 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2488 return false;
2489 }
2490
2419 // If the user is banned, we won't let any of their objects 2491 // If the user is banned, we won't let any of their objects
2420 // enter. Period. 2492 // enter. Period.
2421 // 2493 //
@@ -2465,15 +2537,28 @@ namespace OpenSim.Region.Framework.Scenes
2465 2537
2466 if (AttachmentsModule != null) 2538 if (AttachmentsModule != null)
2467 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false); 2539 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false);
2540
2541 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was found, attaching", sceneObject.UUID);
2468 } 2542 }
2469 else 2543 else
2470 { 2544 {
2545 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2471 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2546 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2472 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2547 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2473 } 2548 }
2549 if (sceneObject.OwnerID == UUID.Zero)
2550 {
2551 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2552 return false;
2553 }
2474 } 2554 }
2475 else 2555 else
2476 { 2556 {
2557 if (sceneObject.OwnerID == UUID.Zero)
2558 {
2559 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2560 return false;
2561 }
2477 AddRestoredSceneObject(sceneObject, true, false); 2562 AddRestoredSceneObject(sceneObject, true, false);
2478 2563
2479 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2564 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2744,6 +2829,7 @@ namespace OpenSim.Region.Framework.Scenes
2744 client.OnFetchInventory += HandleFetchInventory; 2829 client.OnFetchInventory += HandleFetchInventory;
2745 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2830 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2746 client.OnCopyInventoryItem += CopyInventoryItem; 2831 client.OnCopyInventoryItem += CopyInventoryItem;
2832 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2747 client.OnMoveInventoryItem += MoveInventoryItem; 2833 client.OnMoveInventoryItem += MoveInventoryItem;
2748 client.OnRemoveInventoryItem += RemoveInventoryItem; 2834 client.OnRemoveInventoryItem += RemoveInventoryItem;
2749 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2835 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -3029,6 +3115,16 @@ namespace OpenSim.Region.Framework.Scenes
3029 /// <param name="flags"></param> 3115 /// <param name="flags"></param>
3030 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3116 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3031 { 3117 {
3118 //Add half the avatar's height so that the user doesn't fall through prims
3119 ScenePresence presence;
3120 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3121 {
3122 if (presence.Appearance != null)
3123 {
3124 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3125 }
3126 }
3127
3032 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3128 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3033 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3129 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3034 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3130 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3123,7 +3219,9 @@ namespace OpenSim.Region.Framework.Scenes
3123 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3219 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3124 3220
3125 } 3221 }
3222 m_log.Debug("[Scene] Beginning ClientClosed");
3126 m_eventManager.TriggerClientClosed(agentID, this); 3223 m_eventManager.TriggerClientClosed(agentID, this);
3224 m_log.Debug("[Scene] Finished ClientClosed");
3127 } 3225 }
3128 catch (NullReferenceException) 3226 catch (NullReferenceException)
3129 { 3227 {
@@ -3131,7 +3229,10 @@ namespace OpenSim.Region.Framework.Scenes
3131 // Avatar is already disposed :/ 3229 // Avatar is already disposed :/
3132 } 3230 }
3133 3231
3232 m_log.Debug("[Scene] Beginning OnRemovePresence");
3134 m_eventManager.TriggerOnRemovePresence(agentID); 3233 m_eventManager.TriggerOnRemovePresence(agentID);
3234 m_log.Debug("[Scene] Finished OnRemovePresence");
3235
3135 ForEachClient( 3236 ForEachClient(
3136 delegate(IClientAPI client) 3237 delegate(IClientAPI client)
3137 { 3238 {
@@ -3147,8 +3248,11 @@ namespace OpenSim.Region.Framework.Scenes
3147 } 3248 }
3148 3249
3149 // Remove the avatar from the scene 3250 // Remove the avatar from the scene
3251 m_log.Debug("[Scene] Begin RemoveScenePresence");
3150 m_sceneGraph.RemoveScenePresence(agentID); 3252 m_sceneGraph.RemoveScenePresence(agentID);
3253 m_log.Debug("[Scene] Finished RemoveScenePresence. Removing the client manager");
3151 m_clientManager.Remove(agentID); 3254 m_clientManager.Remove(agentID);
3255 m_log.Debug("[Scene] Removed the client manager. Firing avatar.close");
3152 3256
3153 try 3257 try
3154 { 3258 {
@@ -3162,8 +3266,10 @@ namespace OpenSim.Region.Framework.Scenes
3162 { 3266 {
3163 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString()); 3267 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString());
3164 } 3268 }
3165 3269 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3166 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3270 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3271 CleanDroppedAttachments();
3272 m_log.Debug("[Scene] The avatar has left the building");
3167 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3273 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3168 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3274 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3169 } 3275 }
@@ -3303,6 +3409,7 @@ namespace OpenSim.Region.Framework.Scenes
3303 { 3409 {
3304 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3410 if (land != null && !TestLandRestrictions(agent, land, out reason))
3305 { 3411 {
3412 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3306 return false; 3413 return false;
3307 } 3414 }
3308 } 3415 }
@@ -3360,6 +3467,8 @@ namespace OpenSim.Region.Framework.Scenes
3360 3467
3361 if (vialogin) 3468 if (vialogin)
3362 { 3469 {
3470 CleanDroppedAttachments();
3471
3363 if (TestBorderCross(agent.startpos, Cardinals.E)) 3472 if (TestBorderCross(agent.startpos, Cardinals.E))
3364 { 3473 {
3365 Border crossedBorder = GetCrossedBorder(agent.startpos, Cardinals.E); 3474 Border crossedBorder = GetCrossedBorder(agent.startpos, Cardinals.E);
@@ -3416,6 +3525,8 @@ namespace OpenSim.Region.Framework.Scenes
3416 } 3525 }
3417 } 3526 }
3418 // Honor parcel landing type and position. 3527 // Honor parcel landing type and position.
3528 /*
3529 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3419 if (land != null) 3530 if (land != null)
3420 { 3531 {
3421 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3532 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3423,6 +3534,7 @@ namespace OpenSim.Region.Framework.Scenes
3423 agent.startpos = land.LandData.UserLocation; 3534 agent.startpos = land.LandData.UserLocation;
3424 } 3535 }
3425 } 3536 }
3537 */// This is now handled properly in ScenePresence.MakeRootAgent
3426 } 3538 }
3427 3539
3428 return true; 3540 return true;
@@ -3785,12 +3897,22 @@ namespace OpenSim.Region.Framework.Scenes
3785 return false; 3897 return false;
3786 } 3898 }
3787 3899
3900 public bool IncomingCloseAgent(UUID agentID)
3901 {
3902 return IncomingCloseAgent(agentID, false);
3903 }
3904
3905 public bool IncomingCloseChildAgent(UUID agentID)
3906 {
3907 return IncomingCloseAgent(agentID, true);
3908 }
3909
3788 /// <summary> 3910 /// <summary>
3789 /// Tell a single agent to disconnect from the region. 3911 /// Tell a single agent to disconnect from the region.
3790 /// </summary> 3912 /// </summary>
3791 /// <param name="regionHandle"></param>
3792 /// <param name="agentID"></param> 3913 /// <param name="agentID"></param>
3793 public bool IncomingCloseAgent(UUID agentID) 3914 /// <param name="childOnly"></param>
3915 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3794 { 3916 {
3795 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 3917 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3796 3918
@@ -3802,7 +3924,7 @@ namespace OpenSim.Region.Framework.Scenes
3802 { 3924 {
3803 m_sceneGraph.removeUserCount(false); 3925 m_sceneGraph.removeUserCount(false);
3804 } 3926 }
3805 else 3927 else if (!childOnly)
3806 { 3928 {
3807 m_sceneGraph.removeUserCount(true); 3929 m_sceneGraph.removeUserCount(true);
3808 } 3930 }
@@ -3818,9 +3940,12 @@ namespace OpenSim.Region.Framework.Scenes
3818 } 3940 }
3819 else 3941 else
3820 presence.ControllingClient.SendShutdownConnectionNotice(); 3942 presence.ControllingClient.SendShutdownConnectionNotice();
3943 presence.ControllingClient.Close(false);
3944 }
3945 else if (!childOnly)
3946 {
3947 presence.ControllingClient.Close(true);
3821 } 3948 }
3822
3823 presence.ControllingClient.Close();
3824 return true; 3949 return true;
3825 } 3950 }
3826 3951
@@ -4942,5 +5067,45 @@ namespace OpenSim.Region.Framework.Scenes
4942 throw new Exception(error); 5067 throw new Exception(error);
4943 } 5068 }
4944 } 5069 }
5070
5071 public void CleanDroppedAttachments()
5072 {
5073 List<SceneObjectGroup> objectsToDelete =
5074 new List<SceneObjectGroup>();
5075
5076 lock (m_cleaningAttachments)
5077 {
5078 ForEachSOG(delegate (SceneObjectGroup grp)
5079 {
5080 if (grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5081 {
5082 UUID agentID = grp.OwnerID;
5083 if (agentID == UUID.Zero)
5084 {
5085 objectsToDelete.Add(grp);
5086 return;
5087 }
5088
5089 ScenePresence sp = GetScenePresence(agentID);
5090 if (sp == null)
5091 {
5092 objectsToDelete.Add(grp);
5093 return;
5094 }
5095 }
5096 });
5097 }
5098
5099 if (objectsToDelete.Count > 0)
5100 {
5101 m_log.DebugFormat("[SCENE]: Starting delete of {0} dropped attachments", objectsToDelete.Count);
5102 foreach (SceneObjectGroup grp in objectsToDelete)
5103 {
5104 m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5105 DeleteSceneObject(grp, true);
5106 }
5107 m_log.Debug("[SCENE]: Finished dropped attachment deletion");
5108 }
5109 }
4945 } 5110 }
4946} 5111}
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index c675322..59e4037 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -168,7 +168,7 @@ namespace OpenSim.Region.Framework.Scenes
168 168
169 if (neighbour != null) 169 if (neighbour != null)
170 { 170 {
171 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 171 // m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
172 m_scene.EventManager.TriggerOnRegionUp(neighbour); 172 m_scene.EventManager.TriggerOnRegionUp(neighbour);
173 } 173 }
174 else 174 else
@@ -183,7 +183,7 @@ namespace OpenSim.Region.Framework.Scenes
183 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 183 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
184 184
185 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 185 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
186 m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count); 186 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
187 foreach (GridRegion n in neighbours) 187 foreach (GridRegion n in neighbours)
188 { 188 {
189 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 189 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -267,14 +267,14 @@ namespace OpenSim.Region.Framework.Scenes
267 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle) 267 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
268 { 268 {
269 269
270 m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle); 270 //m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle);
271 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 271 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
272 272
273 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID); 273 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
274 uint x = 0, y = 0; 274 uint x = 0, y = 0;
275 Utils.LongToUInts(regionHandle, out x, out y); 275 Utils.LongToUInts(regionHandle, out x, out y);
276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y); 276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
277 m_scene.SimulationService.CloseAgent(destination, agentID); 277 m_scene.SimulationService.CloseChildAgent(destination, agentID);
278 } 278 }
279 279
280 private void SendCloseChildAgentCompleted(IAsyncResult iar) 280 private void SendCloseChildAgentCompleted(IAsyncResult iar)
@@ -293,7 +293,7 @@ namespace OpenSim.Region.Framework.Scenes
293 d); 293 d);
294 } 294 }
295 } 295 }
296 296
297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
298 { 298 {
299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 1da4287..9c5ee60 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -43,6 +43,12 @@ namespace OpenSim.Region.Framework.Scenes
43 43
44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone); 44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone);
45 45
46 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
49
50 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
51
46 public delegate void ObjectCreateDelegate(EntityBase obj); 52 public delegate void ObjectCreateDelegate(EntityBase obj);
47 53
48 public delegate void ObjectDeleteDelegate(EntityBase obj); 54 public delegate void ObjectDeleteDelegate(EntityBase obj);
@@ -61,6 +67,9 @@ namespace OpenSim.Region.Framework.Scenes
61 private PhysicsCrash handlerPhysicsCrash = null; 67 private PhysicsCrash handlerPhysicsCrash = null;
62 68
63 public event ObjectDuplicateDelegate OnObjectDuplicate; 69 public event ObjectDuplicateDelegate OnObjectDuplicate;
70 public event AttachToBackupDelegate OnAttachToBackup;
71 public event DetachFromBackupDelegate OnDetachFromBackup;
72 public event ChangedBackupDelegate OnChangeBackup;
64 public event ObjectCreateDelegate OnObjectCreate; 73 public event ObjectCreateDelegate OnObjectCreate;
65 public event ObjectDeleteDelegate OnObjectRemove; 74 public event ObjectDeleteDelegate OnObjectRemove;
66 75
@@ -68,7 +77,7 @@ namespace OpenSim.Region.Framework.Scenes
68 77
69 #region Fields 78 #region Fields
70 79
71 protected object m_presenceLock = new object(); 80 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 81 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 82 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
74 83
@@ -127,13 +136,18 @@ namespace OpenSim.Region.Framework.Scenes
127 136
128 protected internal void Close() 137 protected internal void Close()
129 { 138 {
130 lock (m_presenceLock) 139 m_scenePresencesLock.EnterWriteLock();
140 try
131 { 141 {
132 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 142 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
133 List<ScenePresence> newlist = new List<ScenePresence>(); 143 List<ScenePresence> newlist = new List<ScenePresence>();
134 m_scenePresenceMap = newmap; 144 m_scenePresenceMap = newmap;
135 m_scenePresenceArray = newlist; 145 m_scenePresenceArray = newlist;
136 } 146 }
147 finally
148 {
149 m_scenePresencesLock.ExitWriteLock();
150 }
137 151
138 lock (SceneObjectGroupsByFullID) 152 lock (SceneObjectGroupsByFullID)
139 SceneObjectGroupsByFullID.Clear(); 153 SceneObjectGroupsByFullID.Clear();
@@ -212,27 +226,8 @@ namespace OpenSim.Region.Framework.Scenes
212 if (sp.IsChildAgent) 226 if (sp.IsChildAgent)
213 return; 227 return;
214 228
215 if (sp.ParentID != 0) 229 coarseLocations.Add(sp.AbsolutePosition);
216 { 230 avatarUUIDs.Add(sp.UUID);
217 // sitting avatar
218 SceneObjectPart sop = m_parentScene.GetSceneObjectPart(sp.ParentID);
219 if (sop != null)
220 {
221 coarseLocations.Add(sop.AbsolutePosition + sp.AbsolutePosition);
222 avatarUUIDs.Add(sp.UUID);
223 }
224 else
225 {
226 // we can't find the parent.. ! arg!
227 coarseLocations.Add(sp.AbsolutePosition);
228 avatarUUIDs.Add(sp.UUID);
229 }
230 }
231 else
232 {
233 coarseLocations.Add(sp.AbsolutePosition);
234 avatarUUIDs.Add(sp.UUID);
235 }
236 } 231 }
237 } 232 }
238 233
@@ -262,6 +257,33 @@ namespace OpenSim.Region.Framework.Scenes
262 protected internal bool AddRestoredSceneObject( 257 protected internal bool AddRestoredSceneObject(
263 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 258 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
264 { 259 {
260 if (!m_parentScene.CombineRegions)
261 {
262 // KF: Check for out-of-region, move inside and make static.
263 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
264 sceneObject.RootPart.GroupPosition.Y,
265 sceneObject.RootPart.GroupPosition.Z);
266 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 ||
267 npos.X > Constants.RegionSize ||
268 npos.Y > Constants.RegionSize))
269 {
270 if (npos.X < 0.0) npos.X = 1.0f;
271 if (npos.Y < 0.0) npos.Y = 1.0f;
272 if (npos.Z < 0.0) npos.Z = 0.0f;
273 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
274 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
275
276 foreach (SceneObjectPart part in sceneObject.Children.Values)
277 {
278 part.GroupPosition = npos;
279 }
280 sceneObject.RootPart.Velocity = Vector3.Zero;
281 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
282 sceneObject.RootPart.Acceleration = Vector3.Zero;
283 sceneObject.RootPart.Velocity = Vector3.Zero;
284 }
285 }
286
265 if (!alreadyPersisted) 287 if (!alreadyPersisted)
266 { 288 {
267 sceneObject.ForceInventoryPersistence(); 289 sceneObject.ForceInventoryPersistence();
@@ -391,23 +413,24 @@ namespace OpenSim.Region.Framework.Scenes
391 413
392 if (attachToBackup) 414 if (attachToBackup)
393 sceneObject.AttachToBackup(); 415 sceneObject.AttachToBackup();
394 416 }
395 if (OnObjectCreate != null) 417
396 OnObjectCreate(sceneObject); 418 if (OnObjectCreate != null)
397 419 {
398 lock (SceneObjectGroupsByFullID) 420 OnObjectCreate(sceneObject);
399 { 421 }
400 SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject; 422
401 foreach (SceneObjectPart part in sceneObject.Children.Values) 423 lock (SceneObjectGroupsByFullID)
402 SceneObjectGroupsByFullID[part.UUID] = sceneObject; 424 {
403 } 425 SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject;
404 426 foreach (SceneObjectPart part in sceneObject.Children.Values)
405 lock (SceneObjectGroupsByLocalID) 427 SceneObjectGroupsByFullID[part.UUID] = sceneObject;
406 { 428 }
407 SceneObjectGroupsByLocalID[sceneObject.LocalId] = sceneObject; 429 lock (SceneObjectGroupsByLocalID)
408 foreach (SceneObjectPart part in sceneObject.Children.Values) 430 {
409 SceneObjectGroupsByLocalID[part.LocalId] = sceneObject; 431 SceneObjectGroupsByLocalID[sceneObject.LocalId] = sceneObject;
410 } 432 foreach (SceneObjectPart part in sceneObject.Children.Values)
433 SceneObjectGroupsByLocalID[part.LocalId] = sceneObject;
411 } 434 }
412 } 435 }
413 436
@@ -472,6 +495,30 @@ namespace OpenSim.Region.Framework.Scenes
472 } 495 }
473 } 496 }
474 497
498 public void FireAttachToBackup(SceneObjectGroup obj)
499 {
500 if (OnAttachToBackup != null)
501 {
502 OnAttachToBackup(obj);
503 }
504 }
505
506 public void FireDetachFromBackup(SceneObjectGroup obj)
507 {
508 if (OnDetachFromBackup != null)
509 {
510 OnDetachFromBackup(obj);
511 }
512 }
513
514 public void FireChangeBackup(SceneObjectGroup obj)
515 {
516 if (OnChangeBackup != null)
517 {
518 OnChangeBackup(obj);
519 }
520 }
521
475 /// <summary> 522 /// <summary>
476 /// Process all pending updates 523 /// Process all pending updates
477 /// </summary> 524 /// </summary>
@@ -608,7 +655,8 @@ namespace OpenSim.Region.Framework.Scenes
608 655
609 Entities[presence.UUID] = presence; 656 Entities[presence.UUID] = presence;
610 657
611 lock (m_presenceLock) 658 m_scenePresencesLock.EnterWriteLock();
659 try
612 { 660 {
613 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 661 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
614 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 662 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -632,6 +680,10 @@ namespace OpenSim.Region.Framework.Scenes
632 m_scenePresenceMap = newmap; 680 m_scenePresenceMap = newmap;
633 m_scenePresenceArray = newlist; 681 m_scenePresenceArray = newlist;
634 } 682 }
683 finally
684 {
685 m_scenePresencesLock.ExitWriteLock();
686 }
635 } 687 }
636 688
637 /// <summary> 689 /// <summary>
@@ -646,7 +698,8 @@ namespace OpenSim.Region.Framework.Scenes
646 agentID); 698 agentID);
647 } 699 }
648 700
649 lock (m_presenceLock) 701 m_scenePresencesLock.EnterWriteLock();
702 try
650 { 703 {
651 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 704 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
652 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 705 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -668,6 +721,10 @@ namespace OpenSim.Region.Framework.Scenes
668 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 721 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
669 } 722 }
670 } 723 }
724 finally
725 {
726 m_scenePresencesLock.ExitWriteLock();
727 }
671 } 728 }
672 729
673 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 730 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1553,10 +1610,13 @@ namespace OpenSim.Region.Framework.Scenes
1553 /// <param name="childPrims"></param> 1610 /// <param name="childPrims"></param>
1554 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1611 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1555 { 1612 {
1613 SceneObjectGroup parentGroup = root.ParentGroup;
1614 if (parentGroup == null) return;
1556 Monitor.Enter(m_updateLock); 1615 Monitor.Enter(m_updateLock);
1616
1557 try 1617 try
1558 { 1618 {
1559 SceneObjectGroup parentGroup = root.ParentGroup; 1619 parentGroup.areUpdatesSuspended = true;
1560 1620
1561 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1621 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1562 if (parentGroup != null) 1622 if (parentGroup != null)
@@ -1595,12 +1655,12 @@ namespace OpenSim.Region.Framework.Scenes
1595 // occur on link to invoke this elsewhere (such as object selection) 1655 // occur on link to invoke this elsewhere (such as object selection)
1596 parentGroup.RootPart.CreateSelected = true; 1656 parentGroup.RootPart.CreateSelected = true;
1597 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1657 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1598 parentGroup.HasGroupChanged = true;
1599 parentGroup.ScheduleGroupForFullUpdate();
1600
1601 } 1658 }
1602 finally 1659 finally
1603 { 1660 {
1661 parentGroup.areUpdatesSuspended = false;
1662 parentGroup.HasGroupChanged = true;
1663 parentGroup.ScheduleGroupForFullUpdate();
1604 Monitor.Exit(m_updateLock); 1664 Monitor.Exit(m_updateLock);
1605 } 1665 }
1606 } 1666 }
@@ -1637,11 +1697,22 @@ namespace OpenSim.Region.Framework.Scenes
1637 } 1697 }
1638 } 1698 }
1639 1699
1640 foreach (SceneObjectPart child in childParts) 1700 if (childParts.Count > 0)
1641 { 1701 {
1642 // Unlink all child parts from their groups 1702 try
1643 // 1703 {
1644 child.ParentGroup.DelinkFromGroup(child, true); 1704 childParts[0].ParentGroup.areUpdatesSuspended = true;
1705 foreach (SceneObjectPart child in childParts)
1706 {
1707 // Unlink all child parts from their groups
1708 //
1709 child.ParentGroup.DelinkFromGroup(child, true);
1710 }
1711 }
1712 finally
1713 {
1714 childParts[0].ParentGroup.areUpdatesSuspended = false;
1715 }
1645 } 1716 }
1646 1717
1647 foreach (SceneObjectPart root in rootParts) 1718 foreach (SceneObjectPart root in rootParts)
@@ -1672,10 +1743,21 @@ namespace OpenSim.Region.Framework.Scenes
1672 if (numChildren > 1) 1743 if (numChildren > 1)
1673 sendEventsToRemainder = false; 1744 sendEventsToRemainder = false;
1674 1745
1675 foreach (SceneObjectPart p in newSet) 1746 if (newSet.Count > 0)
1676 { 1747 {
1677 if (p != group.RootPart) 1748 try
1678 group.DelinkFromGroup(p, sendEventsToRemainder); 1749 {
1750 newSet[0].ParentGroup.areUpdatesSuspended = true;
1751 foreach (SceneObjectPart p in newSet)
1752 {
1753 if (p != group.RootPart)
1754 group.DelinkFromGroup(p, sendEventsToRemainder);
1755 }
1756 }
1757 finally
1758 {
1759 newSet[0].ParentGroup.areUpdatesSuspended = false;
1760 }
1679 } 1761 }
1680 1762
1681 // If there is more than one prim remaining, we 1763 // If there is more than one prim remaining, we
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 9a01a28..a7003c4 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>
@@ -424,6 +422,9 @@ namespace OpenSim.Region.Framework.Scenes
424 422
425 public void ResumeScripts() 423 public void ResumeScripts()
426 { 424 {
425 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
426 return;
427
427 foreach (SceneObjectPart part in m_parts.Values) 428 foreach (SceneObjectPart part in m_parts.Values)
428 { 429 {
429 part.Inventory.ResumeScripts(); 430 part.Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index fc5eeed..e003cf8 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -29,6 +29,7 @@ using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.Threading; 33using System.Threading;
33using System.Xml; 34using System.Xml;
34using System.Xml.Serialization; 35using System.Xml.Serialization;
@@ -104,8 +105,113 @@ namespace OpenSim.Region.Framework.Scenes
104 /// since the group's last persistent backup 105 /// since the group's last persistent backup
105 /// </summary> 106 /// </summary>
106 private bool m_hasGroupChanged = false; 107 private bool m_hasGroupChanged = false;
107 private long timeFirstChanged; 108 private long timeFirstChanged = 0;
108 private long timeLastChanged; 109 private long timeLastChanged = 0;
110 private long m_maxPersistTime = 0;
111 private long m_minPersistTime = 0;
112 private Random m_rand;
113 private bool m_suspendUpdates;
114 private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim();
115 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
116
117 public bool areUpdatesSuspended
118 {
119 get
120 {
121 return m_suspendUpdates;
122 }
123 set
124 {
125 m_suspendUpdates = value;
126 if (!value)
127 {
128 QueueForUpdateCheck();
129 }
130 }
131 }
132
133 public void lockPartsForRead(bool locked)
134 {
135 if (locked)
136 {
137 if (m_partsLock.RecursiveReadCount > 0)
138 {
139 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.");
140 try
141 {
142 StackTrace stackTrace = new StackTrace(); // get call stack
143 StackFrame[] stackFrames = stackTrace.GetFrames(); // get method calls (frames)
144
145 // write call stack method names
146 foreach (StackFrame stackFrame in stackFrames)
147 {
148 m_log.Error("[SceneObjectGroup.m_parts] "+(stackFrame.GetMethod().Name)); // write method name
149 }
150
151 m_partsLock.ExitReadLock();
152 }
153 catch { } // Ignore errors, to allow resync
154 }
155 if (m_partsLock.RecursiveWriteCount > 0)
156 {
157 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested (write lock exists on this thread). This should not happen and means something needs to be fixed.");
158 try
159 {
160 m_partsLock.ExitWriteLock();
161 }
162 catch { }
163
164 }
165
166 while (!m_partsLock.TryEnterReadLock(60000))
167 {
168 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.");
169 if (m_partsLock.IsWriteLockHeld)
170 {
171 m_partsLock = new System.Threading.ReaderWriterLockSlim();
172 }
173 }
174 }
175 else
176 {
177 if (m_partsLock.RecursiveReadCount > 0)
178 {
179 m_partsLock.ExitReadLock();
180 }
181 }
182 }
183 public void lockPartsForWrite(bool locked)
184 {
185 if (locked)
186 {
187 if (m_partsLock.RecursiveReadCount > 0)
188 {
189 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.");
190 m_partsLock.ExitReadLock();
191 }
192 if (m_partsLock.RecursiveWriteCount > 0)
193 {
194 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
195 m_partsLock.ExitWriteLock();
196 }
197
198 while (!m_partsLock.TryEnterWriteLock(60000))
199 {
200 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.");
201 if (m_partsLock.IsWriteLockHeld)
202 {
203 m_partsLock = new System.Threading.ReaderWriterLockSlim();
204 }
205 }
206 }
207 else
208 {
209 if (m_partsLock.RecursiveWriteCount > 0)
210 {
211 m_partsLock.ExitWriteLock();
212 }
213 }
214 }
109 215
110 public bool HasGroupChanged 216 public bool HasGroupChanged
111 { 217 {
@@ -113,9 +219,39 @@ namespace OpenSim.Region.Framework.Scenes
113 { 219 {
114 if (value) 220 if (value)
115 { 221 {
222 if (m_isBackedUp)
223 {
224 m_scene.SceneGraph.FireChangeBackup(this);
225 }
116 timeLastChanged = DateTime.Now.Ticks; 226 timeLastChanged = DateTime.Now.Ticks;
117 if (!m_hasGroupChanged) 227 if (!m_hasGroupChanged)
118 timeFirstChanged = DateTime.Now.Ticks; 228 timeFirstChanged = DateTime.Now.Ticks;
229 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
230 {
231 if (m_rand == null)
232 {
233 byte[] val = new byte[16];
234 m_rootPart.UUID.ToBytes(val, 0);
235 m_rand = new Random(BitConverter.ToInt32(val, 0));
236 }
237
238 if (m_scene.GetRootAgentCount() == 0)
239 {
240 //If the region is empty, this change has been made by an automated process
241 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
242
243 float factor = 1.5f + (float)(m_rand.NextDouble());
244 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
245 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
246 }
247 else
248 {
249 //If the region is not empty, we want to obey the minimum and maximum persist times
250 //but add a random factor so we stagger the object persistance a little
251 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
252 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
253 }
254 }
119 } 255 }
120 m_hasGroupChanged = value; 256 m_hasGroupChanged = value;
121 } 257 }
@@ -131,8 +267,19 @@ namespace OpenSim.Region.Framework.Scenes
131 return false; 267 return false;
132 if (m_scene.ShuttingDown) 268 if (m_scene.ShuttingDown)
133 return true; 269 return true;
270
271 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
272 {
273 m_maxPersistTime = m_scene.m_persistAfter;
274 m_minPersistTime = m_scene.m_dontPersistBefore;
275 }
276
134 long currentTime = DateTime.Now.Ticks; 277 long currentTime = DateTime.Now.Ticks;
135 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 278
279 if (timeLastChanged == 0) timeLastChanged = currentTime;
280 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
281
282 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
136 return true; 283 return true;
137 return false; 284 return false;
138 } 285 }
@@ -181,7 +328,7 @@ namespace OpenSim.Region.Framework.Scenes
181 328
182 private bool m_scriptListens_atRotTarget = false; 329 private bool m_scriptListens_atRotTarget = false;
183 private bool m_scriptListens_notAtRotTarget = false; 330 private bool m_scriptListens_notAtRotTarget = false;
184 331 public bool m_dupeInProgress = false;
185 internal Dictionary<UUID, string> m_savedScriptState = null; 332 internal Dictionary<UUID, string> m_savedScriptState = null;
186 333
187 #region Properties 334 #region Properties
@@ -221,7 +368,21 @@ namespace OpenSim.Region.Framework.Scenes
221 public virtual Quaternion Rotation 368 public virtual Quaternion Rotation
222 { 369 {
223 get { return m_rotation; } 370 get { return m_rotation; }
224 set { m_rotation = value; } 371 set {
372 lockPartsForRead(true);
373 try
374 {
375 foreach(SceneObjectPart p in m_parts.Values)
376 {
377 p.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
378 }
379 }
380 finally
381 {
382 lockPartsForRead(false);
383 }
384 m_rotation = value;
385 }
225 } 386 }
226 387
227 public Quaternion GroupRotation 388 public Quaternion GroupRotation
@@ -259,13 +420,16 @@ namespace OpenSim.Region.Framework.Scenes
259 set 420 set
260 { 421 {
261 m_regionHandle = value; 422 m_regionHandle = value;
262 lock (m_parts) 423 lockPartsForRead(true);
263 { 424 {
264 foreach (SceneObjectPart part in m_parts.Values) 425 foreach (SceneObjectPart part in m_parts.Values)
265 { 426 {
427
266 part.RegionHandle = m_regionHandle; 428 part.RegionHandle = m_regionHandle;
429
267 } 430 }
268 } 431 }
432 lockPartsForRead(false);
269 } 433 }
270 } 434 }
271 435
@@ -299,7 +463,12 @@ namespace OpenSim.Region.Framework.Scenes
299 { 463 {
300 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 464 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
301 } 465 }
302 466
467 lockPartsForRead(true);
468 foreach (SceneObjectPart part in m_parts.Values)
469 {
470 part.IgnoreUndoUpdate = true;
471 }
303 if (RootPart.GetStatusSandbox()) 472 if (RootPart.GetStatusSandbox())
304 { 473 {
305 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 474 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -307,15 +476,30 @@ namespace OpenSim.Region.Framework.Scenes
307 RootPart.ScriptSetPhysicsStatus(false); 476 RootPart.ScriptSetPhysicsStatus(false);
308 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"), 477 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
309 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false); 478 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false);
479 lockPartsForRead(false);
310 return; 480 return;
311 } 481 }
312 } 482 }
313 483 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
314 lock (m_parts) 484 lockPartsForRead(false);
485 foreach (SceneObjectPart part in parts)
315 { 486 {
316 foreach (SceneObjectPart part in m_parts.Values) 487 part.IgnoreUndoUpdate = false;
488 part.StoreUndoState(UndoType.STATE_GROUP_POSITION);
489 part.GroupPosition = val;
490 if (!m_dupeInProgress)
491 {
492 part.TriggerScriptChangedEvent(Changed.POSITION);
493 }
494 }
495 if (!m_dupeInProgress)
496 {
497 foreach (ScenePresence av in m_linkedAvatars)
317 { 498 {
318 part.GroupPosition = val; 499 Vector3 offset = m_parts[av.LinkedPrim].GetWorldPosition() - av.ParentPosition;
500 av.AbsolutePosition += offset;
501 av.ParentPosition = m_parts[av.LinkedPrim].GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
502 av.SendFullUpdateToAllClients();
319 } 503 }
320 } 504 }
321 505
@@ -469,6 +653,7 @@ namespace OpenSim.Region.Framework.Scenes
469 /// </summary> 653 /// </summary>
470 public SceneObjectGroup() 654 public SceneObjectGroup()
471 { 655 {
656
472 } 657 }
473 658
474 /// <summary> 659 /// <summary>
@@ -485,7 +670,7 @@ namespace OpenSim.Region.Framework.Scenes
485 /// Constructor. This object is added to the scene later via AttachToScene() 670 /// Constructor. This object is added to the scene later via AttachToScene()
486 /// </summary> 671 /// </summary>
487 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 672 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
488 { 673 {
489 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 674 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
490 } 675 }
491 676
@@ -516,13 +701,16 @@ namespace OpenSim.Region.Framework.Scenes
516 701
517 public void SetFromItemID(UUID AssetId) 702 public void SetFromItemID(UUID AssetId)
518 { 703 {
519 lock (m_parts) 704 lockPartsForRead(true);
520 { 705 {
521 foreach (SceneObjectPart part in m_parts.Values) 706 foreach (SceneObjectPart part in m_parts.Values)
522 { 707 {
708
523 part.FromItemID = AssetId; 709 part.FromItemID = AssetId;
710
524 } 711 }
525 } 712 }
713 lockPartsForRead(false);
526 } 714 }
527 715
528 public UUID GetFromItemID() 716 public UUID GetFromItemID()
@@ -535,6 +723,9 @@ namespace OpenSim.Region.Framework.Scenes
535 /// </summary> 723 /// </summary>
536 public virtual void AttachToBackup() 724 public virtual void AttachToBackup()
537 { 725 {
726 if (IsAttachment) return;
727 m_scene.SceneGraph.FireAttachToBackup(this);
728
538 if (InSceneBackup) 729 if (InSceneBackup)
539 { 730 {
540 //m_log.DebugFormat( 731 //m_log.DebugFormat(
@@ -593,7 +784,7 @@ namespace OpenSim.Region.Framework.Scenes
593 Vector3 maxScale = Vector3.Zero; 784 Vector3 maxScale = Vector3.Zero;
594 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); 785 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
595 786
596 lock (m_parts) 787 lockPartsForRead(true);
597 { 788 {
598 foreach (SceneObjectPart part in m_parts.Values) 789 foreach (SceneObjectPart part in m_parts.Values)
599 { 790 {
@@ -607,8 +798,11 @@ namespace OpenSim.Region.Framework.Scenes
607 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; 798 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X;
608 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y; 799 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y;
609 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z; 800 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z;
801
610 } 802 }
611 } 803 }
804 lockPartsForRead(false);
805
612 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; 806 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X;
613 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; 807 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y;
614 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z; 808 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z;
@@ -624,10 +818,11 @@ namespace OpenSim.Region.Framework.Scenes
624 818
625 EntityIntersection result = new EntityIntersection(); 819 EntityIntersection result = new EntityIntersection();
626 820
627 lock (m_parts) 821 lockPartsForRead(true);
628 { 822 {
629 foreach (SceneObjectPart part in m_parts.Values) 823 foreach (SceneObjectPart part in m_parts.Values)
630 { 824 {
825
631 // Temporary commented to stop compiler warning 826 // Temporary commented to stop compiler warning
632 //Vector3 partPosition = 827 //Vector3 partPosition =
633 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); 828 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
@@ -655,8 +850,10 @@ namespace OpenSim.Region.Framework.Scenes
655 result.distance = inter.distance; 850 result.distance = inter.distance;
656 } 851 }
657 } 852 }
853
658 } 854 }
659 } 855 }
856 lockPartsForRead(false);
660 return result; 857 return result;
661 } 858 }
662 859
@@ -675,10 +872,11 @@ namespace OpenSim.Region.Framework.Scenes
675 minY = 256f; 872 minY = 256f;
676 minZ = 8192f; 873 minZ = 8192f;
677 874
678 lock(m_parts) 875 lockPartsForRead(true);
679 { 876 {
680 foreach (SceneObjectPart part in m_parts.Values) 877 foreach (SceneObjectPart part in m_parts.Values)
681 { 878 {
879
682 Vector3 worldPos = part.GetWorldPosition(); 880 Vector3 worldPos = part.GetWorldPosition();
683 Vector3 offset = worldPos - AbsolutePosition; 881 Vector3 offset = worldPos - AbsolutePosition;
684 Quaternion worldRot; 882 Quaternion worldRot;
@@ -737,6 +935,8 @@ namespace OpenSim.Region.Framework.Scenes
737 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 935 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
738 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 936 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
739 937
938
939
740 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); 940 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
741 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); 941 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
742 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); 942 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
@@ -908,6 +1108,7 @@ namespace OpenSim.Region.Framework.Scenes
908 minZ = backBottomLeft.Z; 1108 minZ = backBottomLeft.Z;
909 } 1109 }
910 } 1110 }
1111 lockPartsForRead(false);
911 } 1112 }
912 1113
913 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight) 1114 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight)
@@ -943,21 +1144,29 @@ namespace OpenSim.Region.Framework.Scenes
943 1144
944 public void SaveScriptedState(XmlTextWriter writer) 1145 public void SaveScriptedState(XmlTextWriter writer)
945 { 1146 {
1147 SaveScriptedState(writer, false);
1148 }
1149
1150 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1151 {
946 XmlDocument doc = new XmlDocument(); 1152 XmlDocument doc = new XmlDocument();
947 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1153 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
948 1154
949 // Capture script state while holding the lock 1155 // Capture script state while holding the lock
950 lock (m_parts) 1156 lockPartsForRead(true);
951 { 1157 {
952 foreach (SceneObjectPart part in m_parts.Values) 1158 foreach (SceneObjectPart part in m_parts.Values)
953 { 1159 {
954 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(); 1160
1161 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(oldIDs);
955 foreach (UUID itemid in pstates.Keys) 1162 foreach (UUID itemid in pstates.Keys)
956 { 1163 {
957 states.Add(itemid, pstates[itemid]); 1164 states.Add(itemid, pstates[itemid]);
958 } 1165 }
1166
959 } 1167 }
960 } 1168 }
1169 lockPartsForRead(false);
961 1170
962 if (states.Count > 0) 1171 if (states.Count > 0)
963 { 1172 {
@@ -976,6 +1185,47 @@ namespace OpenSim.Region.Framework.Scenes
976 } 1185 }
977 1186
978 /// <summary> 1187 /// <summary>
1188 /// Add the avatar to this linkset (avatar is sat).
1189 /// </summary>
1190 /// <param name="agentID"></param>
1191 public void AddAvatar(UUID agentID)
1192 {
1193 ScenePresence presence;
1194 if (m_scene.TryGetScenePresence(agentID, out presence))
1195 {
1196 if (!m_linkedAvatars.Contains(presence))
1197 {
1198 m_linkedAvatars.Add(presence);
1199 }
1200 }
1201 }
1202
1203 /// <summary>
1204 /// Delete the avatar from this linkset (avatar is unsat).
1205 /// </summary>
1206 /// <param name="agentID"></param>
1207 public void DeleteAvatar(UUID agentID)
1208 {
1209 ScenePresence presence;
1210 if (m_scene.TryGetScenePresence(agentID, out presence))
1211 {
1212 if (m_linkedAvatars.Contains(presence))
1213 {
1214 m_linkedAvatars.Remove(presence);
1215 }
1216 }
1217 }
1218
1219 /// <summary>
1220 /// Returns the list of linked presences (avatars sat on this group)
1221 /// </summary>
1222 /// <param name="agentID"></param>
1223 public List<ScenePresence> GetLinkedAvatars()
1224 {
1225 return m_linkedAvatars;
1226 }
1227
1228 /// <summary>
979 /// Attach this scene object to the given avatar. 1229 /// Attach this scene object to the given avatar.
980 /// </summary> 1230 /// </summary>
981 /// <param name="agentID"></param> 1231 /// <param name="agentID"></param>
@@ -1137,13 +1387,16 @@ namespace OpenSim.Region.Framework.Scenes
1137 1387
1138 public override void UpdateMovement() 1388 public override void UpdateMovement()
1139 { 1389 {
1140 lock (m_parts) 1390 lockPartsForRead(true);
1141 { 1391 {
1142 foreach (SceneObjectPart part in m_parts.Values) 1392 foreach (SceneObjectPart part in m_parts.Values)
1143 { 1393 {
1394
1144 part.UpdateMovement(); 1395 part.UpdateMovement();
1396
1145 } 1397 }
1146 } 1398 }
1399 lockPartsForRead(false);
1147 } 1400 }
1148 1401
1149 public ushort GetTimeDilation() 1402 public ushort GetTimeDilation()
@@ -1186,7 +1439,7 @@ namespace OpenSim.Region.Framework.Scenes
1186 /// <param name="part"></param> 1439 /// <param name="part"></param>
1187 public void AddPart(SceneObjectPart part) 1440 public void AddPart(SceneObjectPart part)
1188 { 1441 {
1189 lock (m_parts) 1442 lockPartsForWrite(true);
1190 { 1443 {
1191 part.SetParent(this); 1444 part.SetParent(this);
1192 m_parts.Add(part.UUID, part); 1445 m_parts.Add(part.UUID, part);
@@ -1196,6 +1449,7 @@ namespace OpenSim.Region.Framework.Scenes
1196 if (part.LinkNum == 2 && RootPart != null) 1449 if (part.LinkNum == 2 && RootPart != null)
1197 RootPart.LinkNum = 1; 1450 RootPart.LinkNum = 1;
1198 } 1451 }
1452 lockPartsForWrite(false);
1199 } 1453 }
1200 1454
1201 /// <summary> 1455 /// <summary>
@@ -1203,28 +1457,33 @@ namespace OpenSim.Region.Framework.Scenes
1203 /// </summary> 1457 /// </summary>
1204 private void UpdateParentIDs() 1458 private void UpdateParentIDs()
1205 { 1459 {
1206 lock (m_parts) 1460 lockPartsForRead(true);
1207 { 1461 {
1208 foreach (SceneObjectPart part in m_parts.Values) 1462 foreach (SceneObjectPart part in m_parts.Values)
1209 { 1463 {
1464
1210 if (part.UUID != m_rootPart.UUID) 1465 if (part.UUID != m_rootPart.UUID)
1211 { 1466 {
1212 part.ParentID = m_rootPart.LocalId; 1467 part.ParentID = m_rootPart.LocalId;
1213 } 1468 }
1469
1214 } 1470 }
1215 } 1471 }
1472 lockPartsForRead(false);
1216 } 1473 }
1217 1474
1218 public void RegenerateFullIDs() 1475 public void RegenerateFullIDs()
1219 { 1476 {
1220 lock (m_parts) 1477 lockPartsForRead(true);
1221 { 1478 {
1222 foreach (SceneObjectPart part in m_parts.Values) 1479 foreach (SceneObjectPart part in m_parts.Values)
1223 { 1480 {
1481
1224 part.UUID = UUID.Random(); 1482 part.UUID = UUID.Random();
1225 1483
1226 } 1484 }
1227 } 1485 }
1486 lockPartsForRead(false);
1228 } 1487 }
1229 1488
1230 // helper provided for parts. 1489 // helper provided for parts.
@@ -1285,7 +1544,7 @@ namespace OpenSim.Region.Framework.Scenes
1285 1544
1286 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) 1545 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient)
1287 { 1546 {
1288 part.StoreUndoState(); 1547 part.StoreUndoState(UndoType.STATE_PRIM_ALL);
1289 part.OnGrab(offsetPos, remoteClient); 1548 part.OnGrab(offsetPos, remoteClient);
1290 } 1549 }
1291 1550
@@ -1305,27 +1564,32 @@ namespace OpenSim.Region.Framework.Scenes
1305 1564
1306 DetachFromBackup(); 1565 DetachFromBackup();
1307 1566
1308 lock (m_parts) 1567 lockPartsForRead(true);
1568 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1569 lockPartsForRead(false);
1570
1571 foreach (SceneObjectPart part in values)
1309 { 1572 {
1310 foreach (SceneObjectPart part in m_parts.Values)
1311 {
1312// part.Inventory.RemoveScriptInstances(); 1573// part.Inventory.RemoveScriptInstances();
1313 Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1574
1575 Scene.ForEachScenePresence(delegate (ScenePresence sp)
1576 {
1577 if (sp.ParentID == LocalId)
1314 { 1578 {
1315 if (avatar.ParentID == LocalId) 1579 sp.StandUp();
1316 { 1580 }
1317 avatar.StandUp();
1318 }
1319 1581
1320 if (!silent) 1582 if (!silent)
1321 { 1583 {
1322 part.UpdateFlag = 0; 1584 part.UpdateFlag = 0;
1323 if (part == m_rootPart) 1585 if (part == m_rootPart)
1324 avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId); 1586 sp.ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
1325 } 1587 }
1326 }); 1588 });
1327 } 1589
1328 } 1590 }
1591
1592
1329 } 1593 }
1330 1594
1331 public void AddScriptLPS(int count) 1595 public void AddScriptLPS(int count)
@@ -1350,17 +1614,20 @@ namespace OpenSim.Region.Framework.Scenes
1350 1614
1351 scriptEvents aggregateScriptEvents = 0; 1615 scriptEvents aggregateScriptEvents = 0;
1352 1616
1353 lock (m_parts) 1617 lockPartsForRead(true);
1354 { 1618 {
1355 foreach (SceneObjectPart part in m_parts.Values) 1619 foreach (SceneObjectPart part in m_parts.Values)
1356 { 1620 {
1621
1357 if (part == null) 1622 if (part == null)
1358 continue; 1623 continue;
1359 if (part != RootPart) 1624 if (part != RootPart)
1360 part.Flags = objectflagupdate; 1625 part.Flags = objectflagupdate;
1361 aggregateScriptEvents |= part.AggregateScriptEvents; 1626 aggregateScriptEvents |= part.AggregateScriptEvents;
1627
1362 } 1628 }
1363 } 1629 }
1630 lockPartsForRead(false);
1364 1631
1365 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0); 1632 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0);
1366 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0); 1633 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0);
@@ -1402,42 +1669,52 @@ namespace OpenSim.Region.Framework.Scenes
1402 /// <param name="m_physicalPrim"></param> 1669 /// <param name="m_physicalPrim"></param>
1403 public void ApplyPhysics(bool m_physicalPrim) 1670 public void ApplyPhysics(bool m_physicalPrim)
1404 { 1671 {
1405 lock (m_parts) 1672 lockPartsForRead(true);
1673
1674 if (m_parts.Count > 1)
1406 { 1675 {
1407 if (m_parts.Count > 1) 1676 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1677 lockPartsForRead(false);
1678 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1679 foreach (SceneObjectPart part in values)
1408 { 1680 {
1409 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); 1681
1410 foreach (SceneObjectPart part in m_parts.Values) 1682 if (part.LocalId != m_rootPart.LocalId)
1411 { 1683 {
1412 if (part.LocalId != m_rootPart.LocalId) 1684 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1413 {
1414 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1415 }
1416 } 1685 }
1417 1686
1418 // Hack to get the physics scene geometries in the right spot
1419 ResetChildPrimPhysicsPositions();
1420 }
1421 else
1422 {
1423 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1424 } 1687 }
1688 // Hack to get the physics scene geometries in the right spot
1689 ResetChildPrimPhysicsPositions();
1690 }
1691 else
1692 {
1693 lockPartsForRead(false);
1694 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1425 } 1695 }
1426 } 1696 }
1427 1697
1428 public void SetOwnerId(UUID userId) 1698 public void SetOwnerId(UUID userId)
1429 { 1699 {
1430 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1700 ForEachPart(delegate(SceneObjectPart part)
1701 {
1702
1703 part.OwnerID = userId;
1704
1705 });
1431 } 1706 }
1432 1707
1433 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1708 public void ForEachPart(Action<SceneObjectPart> whatToDo)
1434 { 1709 {
1435 lock (m_parts) 1710 lockPartsForRead(true);
1711 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1712 lockPartsForRead(false);
1713 foreach (SceneObjectPart part in values)
1436 { 1714 {
1437 foreach (SceneObjectPart part in m_parts.Values) 1715
1438 { 1716 whatToDo(part);
1439 whatToDo(part); 1717
1440 }
1441 } 1718 }
1442 } 1719 }
1443 1720
@@ -1460,7 +1737,10 @@ namespace OpenSim.Region.Framework.Scenes
1460 1737
1461 try 1738 try
1462 { 1739 {
1463 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1740 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1741 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1742 m_scene.LoadingPrims) // Land may not be valid yet
1743
1464 { 1744 {
1465 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1745 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1466 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1746 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1492,9 +1772,9 @@ namespace OpenSim.Region.Framework.Scenes
1492 // don't backup while it's selected or you're asking for changes mid stream. 1772 // don't backup while it's selected or you're asking for changes mid stream.
1493 if ((isTimeToPersist()) || (forcedBackup)) 1773 if ((isTimeToPersist()) || (forcedBackup))
1494 { 1774 {
1495 m_log.DebugFormat( 1775 // m_log.DebugFormat(
1496 "[SCENE]: Storing {0}, {1} in {2}", 1776 // "[SCENE]: Storing {0}, {1} in {2}",
1497 Name, UUID, m_scene.RegionInfo.RegionName); 1777 // Name, UUID, m_scene.RegionInfo.RegionName);
1498 1778
1499 SceneObjectGroup backup_group = Copy(false); 1779 SceneObjectGroup backup_group = Copy(false);
1500 backup_group.RootPart.Velocity = RootPart.Velocity; 1780 backup_group.RootPart.Velocity = RootPart.Velocity;
@@ -1536,15 +1816,17 @@ namespace OpenSim.Region.Framework.Scenes
1536 RootPart.SendFullUpdate( 1816 RootPart.SendFullUpdate(
1537 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID)); 1817 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID));
1538 1818
1539 lock (m_parts) 1819 lockPartsForRead(true);
1540 { 1820 {
1541 foreach (SceneObjectPart part in m_parts.Values) 1821 foreach (SceneObjectPart part in m_parts.Values)
1542 { 1822 {
1823
1543 if (part != RootPart) 1824 if (part != RootPart)
1544 part.SendFullUpdate( 1825 part.SendFullUpdate(
1545 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID)); 1826 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID));
1546 } 1827 }
1547 } 1828 }
1829 lockPartsForRead(false);
1548 } 1830 }
1549 1831
1550 #region Copying 1832 #region Copying
@@ -1556,86 +1838,114 @@ namespace OpenSim.Region.Framework.Scenes
1556 /// <returns></returns> 1838 /// <returns></returns>
1557 public SceneObjectGroup Copy(bool userExposed) 1839 public SceneObjectGroup Copy(bool userExposed)
1558 { 1840 {
1559 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 1841 SceneObjectGroup dupe;
1560 dupe.m_isBackedUp = false; 1842 try
1561 dupe.m_parts = new Dictionary<UUID, SceneObjectPart>(); 1843 {
1844 m_dupeInProgress = true;
1845 dupe = (SceneObjectGroup)MemberwiseClone();
1846 dupe.m_isBackedUp = false;
1847 dupe.m_parts = new Dictionary<UUID, SceneObjectPart>();
1562 1848
1563 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 1849 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1564 // attachments do not bordercross while they're being duplicated. This is hacktastic! 1850 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1565 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 1851 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
1566 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state 1852 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state
1567 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position, 1853 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position,
1568 // then restore it's attachment state 1854 // then restore it's attachment state
1569 1855
1570 // This is only necessary when userExposed is false! 1856 // This is only necessary when userExposed is false!
1571 1857
1572 bool previousAttachmentStatus = dupe.RootPart.IsAttachment; 1858 bool previousAttachmentStatus = dupe.RootPart.IsAttachment;
1573
1574 if (!userExposed)
1575 dupe.RootPart.IsAttachment = true;
1576 1859
1577 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); 1860 if (!userExposed)
1861 dupe.RootPart.IsAttachment = true;
1578 1862
1579 if (!userExposed) 1863 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
1580 {
1581 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1582 }
1583 1864
1584 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 1865 if (!userExposed)
1585 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 1866 {
1867 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1868 }
1586 1869
1587 if (userExposed) 1870 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1588 dupe.m_rootPart.TrimPermissions(); 1871 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
1589 1872
1590 List<SceneObjectPart> partList; 1873 if (userExposed)
1874 dupe.m_rootPart.TrimPermissions();
1591 1875
1592 lock (m_parts) 1876 /// may need to create a new Physics actor.
1593 { 1877 if (dupe.RootPart.PhysActor != null && userExposed)
1594 partList = new List<SceneObjectPart>(m_parts.Values);
1595 }
1596
1597 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1598 { 1878 {
1599 return p1.LinkNum.CompareTo(p2.LinkNum); 1879 PrimitiveBaseShape pbs = dupe.RootPart.Shape;
1880
1881 dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
1882 dupe.RootPart.Name,
1883 pbs,
1884 dupe.RootPart.AbsolutePosition,
1885 dupe.RootPart.Scale,
1886 dupe.RootPart.RotationOffset,
1887 dupe.RootPart.PhysActor.IsPhysical);
1888
1889 dupe.RootPart.PhysActor.LocalID = dupe.RootPart.LocalId;
1890 dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
1600 } 1891 }
1601 );
1602 1892
1603 foreach (SceneObjectPart part in partList) 1893 lockPartsForRead(true);
1604 { 1894
1605 if (part.UUID != m_rootPart.UUID) 1895 List<SceneObjectPart> partList;
1896
1897 partList = new List<SceneObjectPart>(m_parts.Values);
1898
1899 lockPartsForRead(false);
1900
1901 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1902 {
1903 return p1.LinkNum.CompareTo(p2.LinkNum);
1904 }
1905 );
1906
1907 foreach (SceneObjectPart part in partList)
1606 { 1908 {
1607 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 1909 if (part.UUID != m_rootPart.UUID)
1608 newPart.LinkNum = part.LinkNum; 1910 {
1609 } 1911 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1610 1912
1611 // Need to duplicate the physics actor as well 1913 newPart.LinkNum = part.LinkNum;
1612 if (part.PhysActor != null && userExposed) 1914 }
1915
1916 // Need to duplicate the physics actor as well
1917 if (part.PhysActor != null && userExposed)
1918 {
1919 PrimitiveBaseShape pbs = part.Shape;
1920
1921 part.PhysActor
1922 = m_scene.PhysicsScene.AddPrimShape(
1923 part.Name,
1924 pbs,
1925 part.AbsolutePosition,
1926 part.Scale,
1927 part.RotationOffset,
1928 part.PhysActor.IsPhysical);
1929
1930 part.PhysActor.LocalID = part.LocalId;
1931 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1932 }
1933
1934 }
1935 if (userExposed)
1613 { 1936 {
1614 PrimitiveBaseShape pbs = part.Shape; 1937 dupe.UpdateParentIDs();
1615 1938 dupe.HasGroupChanged = true;
1616 part.PhysActor 1939 dupe.AttachToBackup();
1617 = m_scene.PhysicsScene.AddPrimShape( 1940
1618 part.Name, 1941 ScheduleGroupForFullUpdate();
1619 pbs, 1942 }
1620 part.AbsolutePosition, 1943
1621 part.Scale,
1622 part.RotationOffset,
1623 part.PhysActor.IsPhysical);
1624
1625 part.PhysActor.LocalID = part.LocalId;
1626 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1627 }
1628 } 1944 }
1629 1945 finally
1630 if (userExposed)
1631 { 1946 {
1632 dupe.UpdateParentIDs(); 1947 m_dupeInProgress = false;
1633 dupe.HasGroupChanged = true;
1634 dupe.AttachToBackup();
1635
1636 ScheduleGroupForFullUpdate();
1637 } 1948 }
1638
1639 return dupe; 1949 return dupe;
1640 } 1950 }
1641 1951
@@ -1826,13 +2136,40 @@ namespace OpenSim.Region.Framework.Scenes
1826 } 2136 }
1827 } 2137 }
1828 2138
2139 public void rotLookAt(Quaternion target, float strength, float damping)
2140 {
2141 SceneObjectPart rootpart = m_rootPart;
2142 if (rootpart != null)
2143 {
2144 if (IsAttachment)
2145 {
2146 /*
2147 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2148 if (avatar != null)
2149 {
2150 Rotate the Av?
2151 } */
2152 }
2153 else
2154 {
2155 if (rootpart.PhysActor != null)
2156 { // APID must be implemented in your physics system for this to function.
2157 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2158 rootpart.PhysActor.APIDStrength = strength;
2159 rootpart.PhysActor.APIDDamping = damping;
2160 rootpart.PhysActor.APIDActive = true;
2161 }
2162 }
2163 }
2164 }
2165
1829 public void stopLookAt() 2166 public void stopLookAt()
1830 { 2167 {
1831 SceneObjectPart rootpart = m_rootPart; 2168 SceneObjectPart rootpart = m_rootPart;
1832 if (rootpart != null) 2169 if (rootpart != null)
1833 { 2170 {
1834 if (rootpart.PhysActor != null) 2171 if (rootpart.PhysActor != null)
1835 { 2172 { // APID must be implemented in your physics system for this to function.
1836 rootpart.PhysActor.APIDActive = false; 2173 rootpart.PhysActor.APIDActive = false;
1837 } 2174 }
1838 } 2175 }
@@ -1897,14 +2234,14 @@ namespace OpenSim.Region.Framework.Scenes
1897 /// <param name="cGroupID"></param> 2234 /// <param name="cGroupID"></param>
1898 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2235 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1899 { 2236 {
1900 SceneObjectPart newPart = null; 2237 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
1901 2238 newPart.SetParent(this);
1902 lock (m_parts) 2239
1903 { 2240 lockPartsForWrite(true);
1904 newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2241 {
1905 newPart.SetParent(this);
1906 m_parts.Add(newPart.UUID, newPart); 2242 m_parts.Add(newPart.UUID, newPart);
1907 } 2243 }
2244 lockPartsForWrite(false);
1908 2245
1909 SetPartAsNonRoot(newPart); 2246 SetPartAsNonRoot(newPart);
1910 2247
@@ -1968,7 +2305,7 @@ namespace OpenSim.Region.Framework.Scenes
1968 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 2305 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1969 // return; 2306 // return;
1970 2307
1971 lock (m_parts) 2308 lockPartsForRead(true);
1972 { 2309 {
1973 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2310 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
1974 2311
@@ -1988,9 +2325,12 @@ namespace OpenSim.Region.Framework.Scenes
1988 { 2325 {
1989 if (!IsSelected) 2326 if (!IsSelected)
1990 part.UpdateLookAt(); 2327 part.UpdateLookAt();
2328
1991 part.SendScheduledUpdates(); 2329 part.SendScheduledUpdates();
2330
1992 } 2331 }
1993 } 2332 }
2333 lockPartsForRead(false);
1994 } 2334 }
1995 2335
1996 public void ScheduleFullUpdateToAvatar(ScenePresence presence) 2336 public void ScheduleFullUpdateToAvatar(ScenePresence presence)
@@ -1999,27 +2339,29 @@ namespace OpenSim.Region.Framework.Scenes
1999 2339
2000 RootPart.AddFullUpdateToAvatar(presence); 2340 RootPart.AddFullUpdateToAvatar(presence);
2001 2341
2002 lock (m_parts) 2342 lockPartsForRead(true);
2003 { 2343 {
2004 foreach (SceneObjectPart part in m_parts.Values) 2344 foreach (SceneObjectPart part in m_parts.Values)
2005 { 2345 {
2346
2006 if (part != RootPart) 2347 if (part != RootPart)
2007 part.AddFullUpdateToAvatar(presence); 2348 part.AddFullUpdateToAvatar(presence);
2349
2008 } 2350 }
2009 } 2351 }
2352 lockPartsForRead(false);
2010 } 2353 }
2011 2354
2012 public void ScheduleTerseUpdateToAvatar(ScenePresence presence) 2355 public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
2013 { 2356 {
2014// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1} just to avatar {2}", Name, UUID, presence.Name); 2357 lockPartsForRead(true);
2015 2358
2016 lock (m_parts) 2359 foreach (SceneObjectPart part in m_parts.Values)
2017 { 2360 {
2018 foreach (SceneObjectPart part in m_parts.Values) 2361 part.AddTerseUpdateToAvatar(presence);
2019 {
2020 part.AddTerseUpdateToAvatar(presence);
2021 }
2022 } 2362 }
2363
2364 lockPartsForRead(false);
2023 } 2365 }
2024 2366
2025 /// <summary> 2367 /// <summary>
@@ -2033,14 +2375,17 @@ namespace OpenSim.Region.Framework.Scenes
2033 checkAtTargets(); 2375 checkAtTargets();
2034 RootPart.ScheduleFullUpdate(); 2376 RootPart.ScheduleFullUpdate();
2035 2377
2036 lock (m_parts) 2378 lockPartsForRead(true);
2037 { 2379 {
2038 foreach (SceneObjectPart part in m_parts.Values) 2380 foreach (SceneObjectPart part in m_parts.Values)
2039 { 2381 {
2382
2040 if (part != RootPart) 2383 if (part != RootPart)
2041 part.ScheduleFullUpdate(); 2384 part.ScheduleFullUpdate();
2385
2042 } 2386 }
2043 } 2387 }
2388 lockPartsForRead(false);
2044 } 2389 }
2045 2390
2046 /// <summary> 2391 /// <summary>
@@ -2048,37 +2393,38 @@ namespace OpenSim.Region.Framework.Scenes
2048 /// </summary> 2393 /// </summary>
2049 public void ScheduleGroupForTerseUpdate() 2394 public void ScheduleGroupForTerseUpdate()
2050 { 2395 {
2051// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1}", Name, UUID); 2396 lockPartsForRead(true);
2052 2397 foreach (SceneObjectPart part in m_parts.Values)
2053 lock (m_parts)
2054 { 2398 {
2055 foreach (SceneObjectPart part in m_parts.Values) 2399 part.ScheduleTerseUpdate();
2056 {
2057 part.ScheduleTerseUpdate();
2058 }
2059 } 2400 }
2401
2402 lockPartsForRead(false);
2060 } 2403 }
2061 2404
2062 /// <summary> 2405 /// <summary>
2063 /// Immediately send a full update for this scene object. 2406 /// Immediately send a full update for this scene object.
2064 /// </summary> 2407 /// </summary>
2065 public void SendGroupFullUpdate() 2408 public void SendGroupFullUpdate()
2066 { 2409 {
2067 if (IsDeleted) 2410 if (IsDeleted)
2068 return; 2411 return;
2069 2412
2070// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2413// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
2071 2414
2072 RootPart.SendFullUpdateToAllClients(); 2415 RootPart.SendFullUpdateToAllClients();
2073 2416
2074 lock (m_parts) 2417 lockPartsForRead(true);
2075 { 2418 {
2076 foreach (SceneObjectPart part in m_parts.Values) 2419 foreach (SceneObjectPart part in m_parts.Values)
2077 { 2420 {
2421
2078 if (part != RootPart) 2422 if (part != RootPart)
2079 part.SendFullUpdateToAllClients(); 2423 part.SendFullUpdateToAllClients();
2424
2080 } 2425 }
2081 } 2426 }
2427 lockPartsForRead(false);
2082 } 2428 }
2083 2429
2084 /// <summary> 2430 /// <summary>
@@ -2110,14 +2456,15 @@ namespace OpenSim.Region.Framework.Scenes
2110 { 2456 {
2111 if (IsDeleted) 2457 if (IsDeleted)
2112 return; 2458 return;
2113 2459
2114 lock (m_parts) 2460 lockPartsForRead(true);
2115 { 2461 {
2116 foreach (SceneObjectPart part in m_parts.Values) 2462 foreach (SceneObjectPart part in m_parts.Values)
2117 { 2463 {
2118 part.SendTerseUpdateToAllClients(); 2464 part.SendTerseUpdateToAllClients();
2119 } 2465 }
2120 } 2466 }
2467 lockPartsForRead(false);
2121 } 2468 }
2122 2469
2123 #endregion 2470 #endregion
@@ -2131,16 +2478,18 @@ namespace OpenSim.Region.Framework.Scenes
2131 /// <returns>null if no child part with that linknum or child part</returns> 2478 /// <returns>null if no child part with that linknum or child part</returns>
2132 public SceneObjectPart GetLinkNumPart(int linknum) 2479 public SceneObjectPart GetLinkNumPart(int linknum)
2133 { 2480 {
2134 lock (m_parts) 2481 lockPartsForRead(true);
2135 { 2482 {
2136 foreach (SceneObjectPart part in m_parts.Values) 2483 foreach (SceneObjectPart part in m_parts.Values)
2137 { 2484 {
2138 if (part.LinkNum == linknum) 2485 if (part.LinkNum == linknum)
2139 { 2486 {
2487 lockPartsForRead(false);
2140 return part; 2488 return part;
2141 } 2489 }
2142 } 2490 }
2143 } 2491 }
2492 lockPartsForRead(false);
2144 2493
2145 return null; 2494 return null;
2146 } 2495 }
@@ -2173,17 +2522,19 @@ namespace OpenSim.Region.Framework.Scenes
2173 public SceneObjectPart GetChildPart(uint localID) 2522 public SceneObjectPart GetChildPart(uint localID)
2174 { 2523 {
2175 //m_log.DebugFormat("Entered looking for {0}", localID); 2524 //m_log.DebugFormat("Entered looking for {0}", localID);
2176 lock (m_parts) 2525 lockPartsForRead(true);
2177 { 2526 {
2178 foreach (SceneObjectPart part in m_parts.Values) 2527 foreach (SceneObjectPart part in m_parts.Values)
2179 { 2528 {
2180 //m_log.DebugFormat("Found {0}", part.LocalId); 2529 //m_log.DebugFormat("Found {0}", part.LocalId);
2181 if (part.LocalId == localID) 2530 if (part.LocalId == localID)
2182 { 2531 {
2532 lockPartsForRead(false);
2183 return part; 2533 return part;
2184 } 2534 }
2185 } 2535 }
2186 } 2536 }
2537 lockPartsForRead(false);
2187 2538
2188 return null; 2539 return null;
2189 } 2540 }
@@ -2214,17 +2565,19 @@ namespace OpenSim.Region.Framework.Scenes
2214 public bool HasChildPrim(uint localID) 2565 public bool HasChildPrim(uint localID)
2215 { 2566 {
2216 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID); 2567 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID);
2217 lock (m_parts) 2568 lockPartsForRead(true);
2218 { 2569 {
2219 foreach (SceneObjectPart part in m_parts.Values) 2570 foreach (SceneObjectPart part in m_parts.Values)
2220 { 2571 {
2221 //m_log.DebugFormat("Found {0}", part.LocalId); 2572 //m_log.DebugFormat("Found {0}", part.LocalId);
2222 if (part.LocalId == localID) 2573 if (part.LocalId == localID)
2223 { 2574 {
2575 lockPartsForRead(false);
2224 return true; 2576 return true;
2225 } 2577 }
2226 } 2578 }
2227 } 2579 }
2580 lockPartsForRead(false);
2228 2581
2229 return false; 2582 return false;
2230 } 2583 }
@@ -2274,53 +2627,57 @@ namespace OpenSim.Region.Framework.Scenes
2274 if (m_rootPart.LinkNum == 0) 2627 if (m_rootPart.LinkNum == 0)
2275 m_rootPart.LinkNum = 1; 2628 m_rootPart.LinkNum = 1;
2276 2629
2277 lock (m_parts) 2630 lockPartsForWrite(true);
2278 { 2631
2279 m_parts.Add(linkPart.UUID, linkPart); 2632 m_parts.Add(linkPart.UUID, linkPart);
2280 2633
2281 // Insert in terms of link numbers, the new links 2634 lockPartsForWrite(false);
2282 // before the current ones (with the exception of 2635
2283 // the root prim. Shuffle the old ones up 2636 // Insert in terms of link numbers, the new links
2284 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts) 2637 // before the current ones (with the exception of
2638 // the root prim. Shuffle the old ones up
2639 lockPartsForRead(true);
2640 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts)
2641 {
2642 if (kvp.Value.LinkNum != 1)
2285 { 2643 {
2286 if (kvp.Value.LinkNum != 1) 2644 // Don't update root prim link number
2287 { 2645 kvp.Value.LinkNum += objectGroup.PrimCount;
2288 // Don't update root prim link number
2289 kvp.Value.LinkNum += objectGroup.PrimCount;
2290 }
2291 } 2646 }
2647 }
2648 lockPartsForRead(false);
2292 2649
2293 linkPart.LinkNum = 2; 2650 linkPart.LinkNum = 2;
2294 2651
2295 linkPart.SetParent(this); 2652 linkPart.SetParent(this);
2296 linkPart.CreateSelected = true; 2653 linkPart.CreateSelected = true;
2297 2654
2298 //if (linkPart.PhysActor != null) 2655 //if (linkPart.PhysActor != null)
2299 //{ 2656 //{
2300 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2657 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
2301 2658
2302 //linkPart.PhysActor = null; 2659 //linkPart.PhysActor = null;
2303 //} 2660 //}
2304 2661
2305 //TODO: rest of parts 2662 //TODO: rest of parts
2306 int linkNum = 3; 2663 int linkNum = 3;
2307 foreach (SceneObjectPart part in objectGroup.Children.Values) 2664 foreach (SceneObjectPart part in objectGroup.Children.Values)
2665 {
2666 if (part.UUID != objectGroup.m_rootPart.UUID)
2308 { 2667 {
2309 if (part.UUID != objectGroup.m_rootPart.UUID) 2668 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2310 {
2311 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2312 }
2313 part.ClearUndoState();
2314 } 2669 }
2670 part.ClearUndoState();
2315 } 2671 }
2316 2672
2317 m_scene.UnlinkSceneObject(objectGroup.UUID, true); 2673 m_scene.UnlinkSceneObject(objectGroup.UUID, true);
2318 objectGroup.m_isDeleted = true; 2674 objectGroup.m_isDeleted = true;
2675
2676 objectGroup.lockPartsForWrite(true);
2319 2677
2320 lock (objectGroup.m_parts) 2678 objectGroup.m_parts.Clear();
2321 { 2679
2322 objectGroup.m_parts.Clear(); 2680 objectGroup.lockPartsForWrite(false);
2323 }
2324 2681
2325 // Can't do this yet since backup still makes use of the root part without any synchronization 2682 // Can't do this yet since backup still makes use of the root part without any synchronization
2326// objectGroup.m_rootPart = null; 2683// objectGroup.m_rootPart = null;
@@ -2390,23 +2747,23 @@ namespace OpenSim.Region.Framework.Scenes
2390 Quaternion worldRot = linkPart.GetWorldRotation(); 2747 Quaternion worldRot = linkPart.GetWorldRotation();
2391 2748
2392 // Remove the part from this object 2749 // Remove the part from this object
2393 lock (m_parts) 2750 lockPartsForWrite(true);
2394 { 2751 {
2395 m_parts.Remove(linkPart.UUID); 2752 m_parts.Remove(linkPart.UUID);
2396 2753 }
2397 if (m_parts.Count == 1 && RootPart != null) //Single prim is left 2754 lockPartsForWrite(false);
2755 lockPartsForRead(true);
2756 if (m_parts.Count == 1 && RootPart != null) //Single prim is left
2757 RootPart.LinkNum = 0;
2758 else
2759 {
2760 foreach (SceneObjectPart p in m_parts.Values)
2398 { 2761 {
2399 RootPart.LinkNum = 0; 2762 if (p.LinkNum > linkPart.LinkNum)
2763 p.LinkNum--;
2400 } 2764 }
2401 else
2402 {
2403 foreach (SceneObjectPart p in m_parts.Values)
2404 {
2405 if (p.LinkNum > linkPart.LinkNum)
2406 p.LinkNum--;
2407 }
2408 }
2409 } 2765 }
2766 lockPartsForRead(false);
2410 2767
2411 linkPart.ParentID = 0; 2768 linkPart.ParentID = 0;
2412 linkPart.LinkNum = 0; 2769 linkPart.LinkNum = 0;
@@ -2450,6 +2807,8 @@ namespace OpenSim.Region.Framework.Scenes
2450 /// <param name="objectGroup"></param> 2807 /// <param name="objectGroup"></param>
2451 public virtual void DetachFromBackup() 2808 public virtual void DetachFromBackup()
2452 { 2809 {
2810 m_scene.SceneGraph.FireDetachFromBackup(this);
2811
2453 if (m_isBackedUp) 2812 if (m_isBackedUp)
2454 m_scene.EventManager.OnBackup -= ProcessBackup; 2813 m_scene.EventManager.OnBackup -= ProcessBackup;
2455 2814
@@ -2728,9 +3087,12 @@ namespace OpenSim.Region.Framework.Scenes
2728 3087
2729 if (selectionPart != null) 3088 if (selectionPart != null)
2730 { 3089 {
2731 lock (m_parts) 3090 lockPartsForRead(true);
3091 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
3092 lockPartsForRead(false);
3093 foreach (SceneObjectPart part in parts)
2732 { 3094 {
2733 foreach (SceneObjectPart part in m_parts.Values) 3095 if (part.Scale.X > 10.0 || part.Scale.Y > 10.0 || part.Scale.Z > 10.0)
2734 { 3096 {
2735 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax || 3097 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax ||
2736 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax || 3098 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax ||
@@ -2740,12 +3102,13 @@ namespace OpenSim.Region.Framework.Scenes
2740 break; 3102 break;
2741 } 3103 }
2742 } 3104 }
3105 }
2743 3106
2744 foreach (SceneObjectPart part in m_parts.Values) 3107 foreach (SceneObjectPart part in parts)
2745 { 3108 {
2746 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3109 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2747 }
2748 } 3110 }
3111
2749 } 3112 }
2750 } 3113 }
2751 3114
@@ -2758,6 +3121,17 @@ namespace OpenSim.Region.Framework.Scenes
2758 } 3121 }
2759 } 3122 }
2760 3123
3124
3125
3126 /// <summary>
3127 /// Gets the number of parts
3128 /// </summary>
3129 /// <returns></returns>
3130 public int GetPartCount()
3131 {
3132 return Children.Count;
3133 }
3134
2761 /// <summary> 3135 /// <summary>
2762 /// Get the parts of this scene object 3136 /// Get the parts of this scene object
2763 /// </summary> 3137 /// </summary>
@@ -2833,11 +3207,9 @@ namespace OpenSim.Region.Framework.Scenes
2833 scale.Y = m_scene.m_maxNonphys; 3207 scale.Y = m_scene.m_maxNonphys;
2834 if (scale.Z > m_scene.m_maxNonphys) 3208 if (scale.Z > m_scene.m_maxNonphys)
2835 scale.Z = m_scene.m_maxNonphys; 3209 scale.Z = m_scene.m_maxNonphys;
2836
2837 SceneObjectPart part = GetChildPart(localID); 3210 SceneObjectPart part = GetChildPart(localID);
2838 if (part != null) 3211 if (part != null)
2839 { 3212 {
2840 part.Resize(scale);
2841 if (part.PhysActor != null) 3213 if (part.PhysActor != null)
2842 { 3214 {
2843 if (part.PhysActor.IsPhysical) 3215 if (part.PhysActor.IsPhysical)
@@ -2852,7 +3224,7 @@ namespace OpenSim.Region.Framework.Scenes
2852 part.PhysActor.Size = scale; 3224 part.PhysActor.Size = scale;
2853 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 3225 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2854 } 3226 }
2855 //if (part.UUID != m_rootPart.UUID) 3227 part.Resize(scale);
2856 3228
2857 HasGroupChanged = true; 3229 HasGroupChanged = true;
2858 ScheduleGroupForFullUpdate(); 3230 ScheduleGroupForFullUpdate();
@@ -2874,7 +3246,6 @@ namespace OpenSim.Region.Framework.Scenes
2874 SceneObjectPart part = GetChildPart(localID); 3246 SceneObjectPart part = GetChildPart(localID);
2875 if (part != null) 3247 if (part != null)
2876 { 3248 {
2877 part.IgnoreUndoUpdate = true;
2878 if (scale.X > m_scene.m_maxNonphys) 3249 if (scale.X > m_scene.m_maxNonphys)
2879 scale.X = m_scene.m_maxNonphys; 3250 scale.X = m_scene.m_maxNonphys;
2880 if (scale.Y > m_scene.m_maxNonphys) 3251 if (scale.Y > m_scene.m_maxNonphys)
@@ -2894,94 +3265,100 @@ namespace OpenSim.Region.Framework.Scenes
2894 float y = (scale.Y / part.Scale.Y); 3265 float y = (scale.Y / part.Scale.Y);
2895 float z = (scale.Z / part.Scale.Z); 3266 float z = (scale.Z / part.Scale.Z);
2896 3267
2897 lock (m_parts) 3268 lockPartsForRead(true);
3269 if (x > 1.0f || y > 1.0f || z > 1.0f)
2898 { 3270 {
2899 if (x > 1.0f || y > 1.0f || z > 1.0f) 3271 foreach (SceneObjectPart obPart in m_parts.Values)
2900 { 3272 {
2901 foreach (SceneObjectPart obPart in m_parts.Values) 3273 if (obPart.UUID != m_rootPart.UUID)
2902 { 3274 {
2903 if (obPart.UUID != m_rootPart.UUID) 3275 Vector3 oldSize = new Vector3(obPart.Scale);
2904 { 3276 obPart.IgnoreUndoUpdate = true;
2905 obPart.IgnoreUndoUpdate = true;
2906 Vector3 oldSize = new Vector3(obPart.Scale);
2907 3277
2908 float f = 1.0f; 3278 float f = 1.0f;
2909 float a = 1.0f; 3279 float a = 1.0f;
2910 3280
2911 if (part.PhysActor != null && part.PhysActor.IsPhysical) 3281 if (part.PhysActor != null && part.PhysActor.IsPhysical)
3282 {
3283 if (oldSize.X*x > m_scene.m_maxPhys)
2912 { 3284 {
2913 if (oldSize.X*x > m_scene.m_maxPhys) 3285 f = m_scene.m_maxPhys / oldSize.X;
2914 { 3286 a = f / x;
2915 f = m_scene.m_maxPhys / oldSize.X; 3287 x *= a;
2916 a = f / x; 3288 y *= a;
2917 x *= a; 3289 z *= a;
2918 y *= a;
2919 z *= a;
2920 }
2921 if (oldSize.Y*y > m_scene.m_maxPhys)
2922 {
2923 f = m_scene.m_maxPhys / oldSize.Y;
2924 a = f / y;
2925 x *= a;
2926 y *= a;
2927 z *= a;
2928 }
2929 if (oldSize.Z*z > m_scene.m_maxPhys)
2930 {
2931 f = m_scene.m_maxPhys / oldSize.Z;
2932 a = f / z;
2933 x *= a;
2934 y *= a;
2935 z *= a;
2936 }
2937 } 3290 }
2938 else 3291 if (oldSize.Y*y > m_scene.m_maxPhys)
3292 {
3293 f = m_scene.m_maxPhys / oldSize.Y;
3294 a = f / y;
3295 x *= a;
3296 y *= a;
3297 z *= a;
3298 }
3299 if (oldSize.Z*z > m_scene.m_maxPhys)
3300 {
3301 f = m_scene.m_maxPhys / oldSize.Z;
3302 a = f / z;
3303 x *= a;
3304 y *= a;
3305 z *= a;
3306 }
3307 }
3308 else
3309 {
3310 if (oldSize.X*x > m_scene.m_maxNonphys)
3311 {
3312 f = m_scene.m_maxNonphys / oldSize.X;
3313 a = f / x;
3314 x *= a;
3315 y *= a;
3316 z *= a;
3317 }
3318 if (oldSize.Y*y > m_scene.m_maxNonphys)
3319 {
3320 f = m_scene.m_maxNonphys / oldSize.Y;
3321 a = f / y;
3322 x *= a;
3323 y *= a;
3324 z *= a;
3325 }
3326 if (oldSize.Z*z > m_scene.m_maxNonphys)
2939 { 3327 {
2940 if (oldSize.X*x > m_scene.m_maxNonphys) 3328 f = m_scene.m_maxNonphys / oldSize.Z;
2941 { 3329 a = f / z;
2942 f = m_scene.m_maxNonphys / oldSize.X; 3330 x *= a;
2943 a = f / x; 3331 y *= a;
2944 x *= a; 3332 z *= a;
2945 y *= a;
2946 z *= a;
2947 }
2948 if (oldSize.Y*y > m_scene.m_maxNonphys)
2949 {
2950 f = m_scene.m_maxNonphys / oldSize.Y;
2951 a = f / y;
2952 x *= a;
2953 y *= a;
2954 z *= a;
2955 }
2956 if (oldSize.Z*z > m_scene.m_maxNonphys)
2957 {
2958 f = m_scene.m_maxNonphys / oldSize.Z;
2959 a = f / z;
2960 x *= a;
2961 y *= a;
2962 z *= a;
2963 }
2964 } 3333 }
2965 obPart.IgnoreUndoUpdate = false; 3334
2966 obPart.StoreUndoState();
2967 } 3335 }
2968 } 3336 }
2969 } 3337 }
2970 } 3338 }
3339 lockPartsForRead(false);
2971 3340
2972 Vector3 prevScale = part.Scale; 3341 Vector3 prevScale = part.Scale;
2973 prevScale.X *= x; 3342 prevScale.X *= x;
2974 prevScale.Y *= y; 3343 prevScale.Y *= y;
2975 prevScale.Z *= z; 3344 prevScale.Z *= z;;
3345
3346 part.IgnoreUndoUpdate = false;
3347 part.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3348 part.IgnoreUndoUpdate = true;
2976 part.Resize(prevScale); 3349 part.Resize(prevScale);
3350 part.IgnoreUndoUpdate = false;
2977 3351
2978 lock (m_parts) 3352 lockPartsForRead(true);
2979 { 3353 {
2980 foreach (SceneObjectPart obPart in m_parts.Values) 3354 foreach (SceneObjectPart obPart in m_parts.Values)
2981 { 3355 {
2982 obPart.IgnoreUndoUpdate = true;
2983 if (obPart.UUID != m_rootPart.UUID) 3356 if (obPart.UUID != m_rootPart.UUID)
2984 { 3357 {
3358 obPart.IgnoreUndoUpdate = false;
3359 obPart.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3360 obPart.IgnoreUndoUpdate = true;
3361
2985 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3362 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2986 currentpos.X *= x; 3363 currentpos.X *= x;
2987 currentpos.Y *= y; 3364 currentpos.Y *= y;
@@ -2994,9 +3371,9 @@ namespace OpenSim.Region.Framework.Scenes
2994 obPart.UpdateOffSet(currentpos); 3371 obPart.UpdateOffSet(currentpos);
2995 } 3372 }
2996 obPart.IgnoreUndoUpdate = false; 3373 obPart.IgnoreUndoUpdate = false;
2997 obPart.StoreUndoState();
2998 } 3374 }
2999 } 3375 }
3376 lockPartsForRead(false);
3000 3377
3001 if (part.PhysActor != null) 3378 if (part.PhysActor != null)
3002 { 3379 {
@@ -3005,7 +3382,6 @@ namespace OpenSim.Region.Framework.Scenes
3005 } 3382 }
3006 3383
3007 part.IgnoreUndoUpdate = false; 3384 part.IgnoreUndoUpdate = false;
3008 part.StoreUndoState();
3009 HasGroupChanged = true; 3385 HasGroupChanged = true;
3010 ScheduleGroupForTerseUpdate(); 3386 ScheduleGroupForTerseUpdate();
3011 } 3387 }
@@ -3021,14 +3397,11 @@ namespace OpenSim.Region.Framework.Scenes
3021 /// <param name="pos"></param> 3397 /// <param name="pos"></param>
3022 public void UpdateGroupPosition(Vector3 pos) 3398 public void UpdateGroupPosition(Vector3 pos)
3023 { 3399 {
3024 foreach (SceneObjectPart part in Children.Values)
3025 {
3026 part.StoreUndoState();
3027 }
3028 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3400 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
3029 { 3401 {
3030 if (IsAttachment) 3402 if (IsAttachment)
3031 { 3403 {
3404 m_rootPart.StoreUndoState(UndoType.STATE_GROUP_POSITION);
3032 m_rootPart.AttachedPos = pos; 3405 m_rootPart.AttachedPos = pos;
3033 } 3406 }
3034 if (RootPart.GetStatusSandbox()) 3407 if (RootPart.GetStatusSandbox())
@@ -3061,7 +3434,7 @@ namespace OpenSim.Region.Framework.Scenes
3061 SceneObjectPart part = GetChildPart(localID); 3434 SceneObjectPart part = GetChildPart(localID);
3062 foreach (SceneObjectPart parts in Children.Values) 3435 foreach (SceneObjectPart parts in Children.Values)
3063 { 3436 {
3064 parts.StoreUndoState(); 3437 parts.StoreUndoState(UndoType.STATE_PRIM_POSITION);
3065 } 3438 }
3066 if (part != null) 3439 if (part != null)
3067 { 3440 {
@@ -3086,7 +3459,7 @@ namespace OpenSim.Region.Framework.Scenes
3086 { 3459 {
3087 foreach (SceneObjectPart part in Children.Values) 3460 foreach (SceneObjectPart part in Children.Values)
3088 { 3461 {
3089 part.StoreUndoState(); 3462 part.StoreUndoState(UndoType.STATE_PRIM_POSITION);
3090 } 3463 }
3091 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3464 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
3092 Vector3 oldPos = 3465 Vector3 oldPos =
@@ -3099,7 +3472,7 @@ namespace OpenSim.Region.Framework.Scenes
3099 axDiff *= Quaternion.Inverse(partRotation); 3472 axDiff *= Quaternion.Inverse(partRotation);
3100 diff = axDiff; 3473 diff = axDiff;
3101 3474
3102 lock (m_parts) 3475 lockPartsForRead(true);
3103 { 3476 {
3104 foreach (SceneObjectPart obPart in m_parts.Values) 3477 foreach (SceneObjectPart obPart in m_parts.Values)
3105 { 3478 {
@@ -3109,11 +3482,29 @@ namespace OpenSim.Region.Framework.Scenes
3109 } 3482 }
3110 } 3483 }
3111 } 3484 }
3485 lockPartsForRead(false);
3112 3486
3113 AbsolutePosition = newPos; 3487 //We have to set undoing here because otherwise an undo state will be saved
3488 if (!m_rootPart.Undoing)
3489 {
3490 m_rootPart.Undoing = true;
3491 AbsolutePosition = newPos;
3492 m_rootPart.Undoing = false;
3493 }
3494 else
3495 {
3496 AbsolutePosition = newPos;
3497 }
3114 3498
3115 HasGroupChanged = true; 3499 HasGroupChanged = true;
3116 ScheduleGroupForTerseUpdate(); 3500 if (m_rootPart.Undoing)
3501 {
3502 ScheduleGroupForFullUpdate();
3503 }
3504 else
3505 {
3506 ScheduleGroupForTerseUpdate();
3507 }
3117 } 3508 }
3118 3509
3119 public void OffsetForNewRegion(Vector3 offset) 3510 public void OffsetForNewRegion(Vector3 offset)
@@ -3133,7 +3524,7 @@ namespace OpenSim.Region.Framework.Scenes
3133 { 3524 {
3134 foreach (SceneObjectPart parts in Children.Values) 3525 foreach (SceneObjectPart parts in Children.Values)
3135 { 3526 {
3136 parts.StoreUndoState(); 3527 parts.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
3137 } 3528 }
3138 m_rootPart.UpdateRotation(rot); 3529 m_rootPart.UpdateRotation(rot);
3139 3530
@@ -3157,7 +3548,7 @@ namespace OpenSim.Region.Framework.Scenes
3157 { 3548 {
3158 foreach (SceneObjectPart parts in Children.Values) 3549 foreach (SceneObjectPart parts in Children.Values)
3159 { 3550 {
3160 parts.StoreUndoState(); 3551 parts.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
3161 } 3552 }
3162 m_rootPart.UpdateRotation(rot); 3553 m_rootPart.UpdateRotation(rot);
3163 3554
@@ -3184,7 +3575,7 @@ namespace OpenSim.Region.Framework.Scenes
3184 SceneObjectPart part = GetChildPart(localID); 3575 SceneObjectPart part = GetChildPart(localID);
3185 foreach (SceneObjectPart parts in Children.Values) 3576 foreach (SceneObjectPart parts in Children.Values)
3186 { 3577 {
3187 parts.StoreUndoState(); 3578 parts.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3188 } 3579 }
3189 if (part != null) 3580 if (part != null)
3190 { 3581 {
@@ -3212,15 +3603,24 @@ namespace OpenSim.Region.Framework.Scenes
3212 if (part.UUID == m_rootPart.UUID) 3603 if (part.UUID == m_rootPart.UUID)
3213 { 3604 {
3214 UpdateRootRotation(rot); 3605 UpdateRootRotation(rot);
3215 AbsolutePosition = pos; 3606 if (!m_rootPart.Undoing)
3607 {
3608 m_rootPart.Undoing = true;
3609 AbsolutePosition = pos;
3610 m_rootPart.Undoing = false;
3611 }
3612 else
3613 {
3614 AbsolutePosition = pos;
3615 }
3216 } 3616 }
3217 else 3617 else
3218 { 3618 {
3619 part.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3219 part.IgnoreUndoUpdate = true; 3620 part.IgnoreUndoUpdate = true;
3220 part.UpdateRotation(rot); 3621 part.UpdateRotation(rot);
3221 part.OffsetPosition = pos; 3622 part.OffsetPosition = pos;
3222 part.IgnoreUndoUpdate = false; 3623 part.IgnoreUndoUpdate = false;
3223 part.StoreUndoState();
3224 } 3624 }
3225 } 3625 }
3226 } 3626 }
@@ -3234,7 +3634,13 @@ namespace OpenSim.Region.Framework.Scenes
3234 Quaternion axRot = rot; 3634 Quaternion axRot = rot;
3235 Quaternion oldParentRot = m_rootPart.RotationOffset; 3635 Quaternion oldParentRot = m_rootPart.RotationOffset;
3236 3636
3237 m_rootPart.StoreUndoState(); 3637 m_rootPart.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3638 bool cancelUndo = false;
3639 if (!m_rootPart.Undoing)
3640 {
3641 m_rootPart.Undoing = true;
3642 cancelUndo = true;
3643 }
3238 m_rootPart.UpdateRotation(rot); 3644 m_rootPart.UpdateRotation(rot);
3239 if (m_rootPart.PhysActor != null) 3645 if (m_rootPart.PhysActor != null)
3240 { 3646 {
@@ -3242,33 +3648,31 @@ namespace OpenSim.Region.Framework.Scenes
3242 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 3648 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
3243 } 3649 }
3244 3650
3245 lock (m_parts) 3651 lockPartsForRead(true);
3652
3653 foreach (SceneObjectPart prim in m_parts.Values)
3246 { 3654 {
3247 foreach (SceneObjectPart prim in m_parts.Values) 3655 if (prim.UUID != m_rootPart.UUID)
3248 { 3656 {
3249 if (prim.UUID != m_rootPart.UUID) 3657 prim.IgnoreUndoUpdate = true;
3250 { 3658 Vector3 axPos = prim.OffsetPosition;
3251 prim.IgnoreUndoUpdate = true; 3659 axPos *= oldParentRot;
3252 Vector3 axPos = prim.OffsetPosition; 3660 axPos *= Quaternion.Inverse(axRot);
3253 axPos *= oldParentRot; 3661 prim.OffsetPosition = axPos;
3254 axPos *= Quaternion.Inverse(axRot); 3662 Quaternion primsRot = prim.RotationOffset;
3255 prim.OffsetPosition = axPos; 3663 Quaternion newRot = primsRot * oldParentRot;
3256 Quaternion primsRot = prim.RotationOffset; 3664 newRot *= Quaternion.Inverse(axRot);
3257 Quaternion newRot = primsRot * oldParentRot; 3665 prim.RotationOffset = newRot;
3258 newRot *= Quaternion.Inverse(axRot); 3666 prim.ScheduleTerseUpdate();
3259 prim.RotationOffset = newRot; 3667 prim.IgnoreUndoUpdate = false;
3260 prim.ScheduleTerseUpdate();
3261 }
3262 } 3668 }
3263 } 3669 }
3264 foreach (SceneObjectPart childpart in Children.Values) 3670 if (cancelUndo == true)
3265 { 3671 {
3266 if (childpart != m_rootPart) 3672 m_rootPart.Undoing = false;
3267 {
3268 childpart.IgnoreUndoUpdate = false;
3269 childpart.StoreUndoState();
3270 }
3271 } 3673 }
3674 lockPartsForRead(false);
3675
3272 m_rootPart.ScheduleTerseUpdate(); 3676 m_rootPart.ScheduleTerseUpdate();
3273 } 3677 }
3274 3678
@@ -3390,7 +3794,7 @@ namespace OpenSim.Region.Framework.Scenes
3390 if (atTargets.Count > 0) 3794 if (atTargets.Count > 0)
3391 { 3795 {
3392 uint[] localids = new uint[0]; 3796 uint[] localids = new uint[0];
3393 lock (m_parts) 3797 lockPartsForRead(true);
3394 { 3798 {
3395 localids = new uint[m_parts.Count]; 3799 localids = new uint[m_parts.Count];
3396 int cntr = 0; 3800 int cntr = 0;
@@ -3400,6 +3804,7 @@ namespace OpenSim.Region.Framework.Scenes
3400 cntr++; 3804 cntr++;
3401 } 3805 }
3402 } 3806 }
3807 lockPartsForRead(false);
3403 3808
3404 for (int ctr = 0; ctr < localids.Length; ctr++) 3809 for (int ctr = 0; ctr < localids.Length; ctr++)
3405 { 3810 {
@@ -3418,7 +3823,7 @@ namespace OpenSim.Region.Framework.Scenes
3418 { 3823 {
3419 //trigger not_at_target 3824 //trigger not_at_target
3420 uint[] localids = new uint[0]; 3825 uint[] localids = new uint[0];
3421 lock (m_parts) 3826 lockPartsForRead(true);
3422 { 3827 {
3423 localids = new uint[m_parts.Count]; 3828 localids = new uint[m_parts.Count];
3424 int cntr = 0; 3829 int cntr = 0;
@@ -3428,7 +3833,8 @@ namespace OpenSim.Region.Framework.Scenes
3428 cntr++; 3833 cntr++;
3429 } 3834 }
3430 } 3835 }
3431 3836 lockPartsForRead(false);
3837
3432 for (int ctr = 0; ctr < localids.Length; ctr++) 3838 for (int ctr = 0; ctr < localids.Length; ctr++)
3433 { 3839 {
3434 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); 3840 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]);
@@ -3469,7 +3875,8 @@ namespace OpenSim.Region.Framework.Scenes
3469 if (atRotTargets.Count > 0) 3875 if (atRotTargets.Count > 0)
3470 { 3876 {
3471 uint[] localids = new uint[0]; 3877 uint[] localids = new uint[0];
3472 lock (m_parts) 3878 lockPartsForRead(true);
3879 try
3473 { 3880 {
3474 localids = new uint[m_parts.Count]; 3881 localids = new uint[m_parts.Count];
3475 int cntr = 0; 3882 int cntr = 0;
@@ -3479,6 +3886,10 @@ namespace OpenSim.Region.Framework.Scenes
3479 cntr++; 3886 cntr++;
3480 } 3887 }
3481 } 3888 }
3889 finally
3890 {
3891 lockPartsForRead(false);
3892 }
3482 3893
3483 for (int ctr = 0; ctr < localids.Length; ctr++) 3894 for (int ctr = 0; ctr < localids.Length; ctr++)
3484 { 3895 {
@@ -3497,7 +3908,8 @@ namespace OpenSim.Region.Framework.Scenes
3497 { 3908 {
3498 //trigger not_at_target 3909 //trigger not_at_target
3499 uint[] localids = new uint[0]; 3910 uint[] localids = new uint[0];
3500 lock (m_parts) 3911 lockPartsForRead(true);
3912 try
3501 { 3913 {
3502 localids = new uint[m_parts.Count]; 3914 localids = new uint[m_parts.Count];
3503 int cntr = 0; 3915 int cntr = 0;
@@ -3507,6 +3919,10 @@ namespace OpenSim.Region.Framework.Scenes
3507 cntr++; 3919 cntr++;
3508 } 3920 }
3509 } 3921 }
3922 finally
3923 {
3924 lockPartsForRead(false);
3925 }
3510 3926
3511 for (int ctr = 0; ctr < localids.Length; ctr++) 3927 for (int ctr = 0; ctr < localids.Length; ctr++)
3512 { 3928 {
@@ -3520,19 +3936,20 @@ namespace OpenSim.Region.Framework.Scenes
3520 public float GetMass() 3936 public float GetMass()
3521 { 3937 {
3522 float retmass = 0f; 3938 float retmass = 0f;
3523 lock (m_parts) 3939 lockPartsForRead(true);
3524 { 3940 {
3525 foreach (SceneObjectPart part in m_parts.Values) 3941 foreach (SceneObjectPart part in m_parts.Values)
3526 { 3942 {
3527 retmass += part.GetMass(); 3943 retmass += part.GetMass();
3528 } 3944 }
3529 } 3945 }
3946 lockPartsForRead(false);
3530 return retmass; 3947 return retmass;
3531 } 3948 }
3532 3949
3533 public void CheckSculptAndLoad() 3950 public void CheckSculptAndLoad()
3534 { 3951 {
3535 lock (m_parts) 3952 lockPartsForRead(true);
3536 { 3953 {
3537 if (!IsDeleted) 3954 if (!IsDeleted)
3538 { 3955 {
@@ -3557,6 +3974,7 @@ namespace OpenSim.Region.Framework.Scenes
3557 } 3974 }
3558 } 3975 }
3559 } 3976 }
3977 lockPartsForRead(false);
3560 } 3978 }
3561 3979
3562 protected void AssetReceived(string id, Object sender, AssetBase asset) 3980 protected void AssetReceived(string id, Object sender, AssetBase asset)
@@ -3577,7 +3995,7 @@ namespace OpenSim.Region.Framework.Scenes
3577 /// <param name="client"></param> 3995 /// <param name="client"></param>
3578 public void SetGroup(UUID GroupID, IClientAPI client) 3996 public void SetGroup(UUID GroupID, IClientAPI client)
3579 { 3997 {
3580 lock (m_parts) 3998 lockPartsForRead(true);
3581 { 3999 {
3582 foreach (SceneObjectPart part in m_parts.Values) 4000 foreach (SceneObjectPart part in m_parts.Values)
3583 { 4001 {
@@ -3587,6 +4005,7 @@ namespace OpenSim.Region.Framework.Scenes
3587 4005
3588 HasGroupChanged = true; 4006 HasGroupChanged = true;
3589 } 4007 }
4008 lockPartsForRead(false);
3590 4009
3591 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 4010 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
3592 // for the same object with very different properties. The caller must schedule the update. 4011 // for the same object with very different properties. The caller must schedule the update.
@@ -3608,11 +4027,12 @@ namespace OpenSim.Region.Framework.Scenes
3608 4027
3609 public void SetAttachmentPoint(byte point) 4028 public void SetAttachmentPoint(byte point)
3610 { 4029 {
3611 lock (m_parts) 4030 lockPartsForRead(true);
3612 { 4031 {
3613 foreach (SceneObjectPart part in m_parts.Values) 4032 foreach (SceneObjectPart part in m_parts.Values)
3614 part.SetAttachmentPoint(point); 4033 part.SetAttachmentPoint(point);
3615 } 4034 }
4035 lockPartsForRead(false);
3616 } 4036 }
3617 4037
3618 #region ISceneObject 4038 #region ISceneObject
@@ -3646,6 +4066,14 @@ namespace OpenSim.Region.Framework.Scenes
3646 SetFromItemID(uuid); 4066 SetFromItemID(uuid);
3647 } 4067 }
3648 4068
4069 public void ResetOwnerChangeFlag()
4070 {
4071 ForEachPart(delegate(SceneObjectPart part)
4072 {
4073 part.ResetOwnerChangeFlag();
4074 });
4075 }
4076
3649 #endregion 4077 #endregion
3650 } 4078 }
3651} 4079}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 2ad4223..9e52b00 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -60,7 +60,8 @@ namespace OpenSim.Region.Framework.Scenes
60 TELEPORT = 512, 60 TELEPORT = 512,
61 REGION_RESTART = 1024, 61 REGION_RESTART = 1024,
62 MEDIA = 2048, 62 MEDIA = 2048,
63 ANIMATION = 16384 63 ANIMATION = 16384,
64 POSITION = 32768
64 } 65 }
65 66
66 // I don't really know where to put this except here. 67 // I don't really know where to put this except here.
@@ -149,8 +150,8 @@ namespace OpenSim.Region.Framework.Scenes
149 150
150 // TODO: This needs to be persisted in next XML version update! 151 // TODO: This needs to be persisted in next XML version update!
151 [XmlIgnore] 152 [XmlIgnore]
152 public readonly int[] PayPrice = {-2,-2,-2,-2,-2}; 153 public int[] PayPrice = {-2,-2,-2,-2,-2};
153 154
154 [XmlIgnore] 155 [XmlIgnore]
155 public PhysicsActor PhysActor 156 public PhysicsActor PhysActor
156 { 157 {
@@ -193,6 +194,14 @@ namespace OpenSim.Region.Framework.Scenes
193 [XmlIgnore] 194 [XmlIgnore]
194 public UUID FromFolderID; 195 public UUID FromFolderID;
195 196
197 // The following two are to hold the attachment data
198 // while an object is inworld
199 [XmlIgnore]
200 public byte AttachPoint = 0;
201
202 [XmlIgnore]
203 public Vector3 AttachOffset = Vector3.Zero;
204
196 [XmlIgnore] 205 [XmlIgnore]
197 public int STATUS_ROTATE_X; 206 public int STATUS_ROTATE_X;
198 207
@@ -288,6 +297,7 @@ namespace OpenSim.Region.Framework.Scenes
288 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 297 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
289 private Vector3 m_sitTargetPosition; 298 private Vector3 m_sitTargetPosition;
290 private string m_sitAnimation = "SIT"; 299 private string m_sitAnimation = "SIT";
300 private bool m_occupied; // KF if any av is sitting on this prim
291 private string m_text = String.Empty; 301 private string m_text = String.Empty;
292 private string m_touchName = String.Empty; 302 private string m_touchName = String.Empty;
293 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 303 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -377,7 +387,7 @@ namespace OpenSim.Region.Framework.Scenes
377 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 387 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
378 Quaternion rotationOffset, Vector3 offsetPosition) 388 Quaternion rotationOffset, Vector3 offsetPosition)
379 { 389 {
380 m_name = "Primitive"; 390 m_name = "Object";
381 391
382 Rezzed = DateTime.UtcNow; 392 Rezzed = DateTime.UtcNow;
383 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 393 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
@@ -473,12 +483,16 @@ namespace OpenSim.Region.Framework.Scenes
473 } 483 }
474 484
475 /// <value> 485 /// <value>
476 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 486 /// Get the inventory list
477 /// </value> 487 /// </value>
478 public TaskInventoryDictionary TaskInventory 488 public TaskInventoryDictionary TaskInventory
479 { 489 {
480 get { return m_inventory.Items; } 490 get {
481 set { m_inventory.Items = value; } 491 return m_inventory.Items;
492 }
493 set {
494 m_inventory.Items = value;
495 }
482 } 496 }
483 497
484 /// <summary> 498 /// <summary>
@@ -611,14 +625,12 @@ namespace OpenSim.Region.Framework.Scenes
611 set { m_LoopSoundSlavePrims = value; } 625 set { m_LoopSoundSlavePrims = value; }
612 } 626 }
613 627
614 [XmlIgnore]
615 public Byte[] TextureAnimation 628 public Byte[] TextureAnimation
616 { 629 {
617 get { return m_TextureAnimation; } 630 get { return m_TextureAnimation; }
618 set { m_TextureAnimation = value; } 631 set { m_TextureAnimation = value; }
619 } 632 }
620 633
621 [XmlIgnore]
622 public Byte[] ParticleSystem 634 public Byte[] ParticleSystem
623 { 635 {
624 get { return m_particleSystem; } 636 get { return m_particleSystem; }
@@ -672,7 +684,6 @@ namespace OpenSim.Region.Framework.Scenes
672 set 684 set
673 { 685 {
674 m_groupPosition = value; 686 m_groupPosition = value;
675
676 PhysicsActor actor = PhysActor; 687 PhysicsActor actor = PhysActor;
677 if (actor != null) 688 if (actor != null)
678 { 689 {
@@ -692,25 +703,13 @@ namespace OpenSim.Region.Framework.Scenes
692 703
693 // Tell the physics engines that this prim changed. 704 // Tell the physics engines that this prim changed.
694 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 705 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
706
695 } 707 }
696 catch (Exception e) 708 catch (Exception e)
697 { 709 {
698 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 710 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
699 } 711 }
700 } 712 }
701
702 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
703 if (m_sitTargetAvatar != UUID.Zero)
704 {
705 if (m_parentGroup != null) // TODO can there be a SOP without a SOG?
706 {
707 ScenePresence avatar;
708 if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar))
709 {
710 avatar.ParentPosition = GetWorldPosition();
711 }
712 }
713 }
714 } 713 }
715 } 714 }
716 715
@@ -719,7 +718,8 @@ namespace OpenSim.Region.Framework.Scenes
719 get { return m_offsetPosition; } 718 get { return m_offsetPosition; }
720 set 719 set
721 { 720 {
722 StoreUndoState(); 721 Vector3 oldpos = m_offsetPosition;
722 StoreUndoState(UndoType.STATE_PRIM_POSITION);
723 m_offsetPosition = value; 723 m_offsetPosition = value;
724 724
725 if (ParentGroup != null && !ParentGroup.IsDeleted) 725 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -733,7 +733,22 @@ namespace OpenSim.Region.Framework.Scenes
733 // Tell the physics engines that this prim changed. 733 // Tell the physics engines that this prim changed.
734 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 734 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
735 } 735 }
736
737 if (!m_parentGroup.m_dupeInProgress)
738 {
739 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
740 foreach (ScenePresence av in avs)
741 {
742 if (av.LinkedPrim == m_uuid)
743 {
744 Vector3 offset = (m_offsetPosition - oldpos);
745 av.OffsetPosition += offset;
746 av.SendFullUpdateToAllClients();
747 }
748 }
749 }
736 } 750 }
751 TriggerScriptChangedEvent(Changed.POSITION);
737 } 752 }
738 } 753 }
739 754
@@ -775,7 +790,7 @@ namespace OpenSim.Region.Framework.Scenes
775 790
776 set 791 set
777 { 792 {
778 StoreUndoState(); 793 StoreUndoState(UndoType.STATE_PRIM_ROTATION);
779 m_rotationOffset = value; 794 m_rotationOffset = value;
780 795
781 PhysicsActor actor = PhysActor; 796 PhysicsActor actor = PhysActor;
@@ -859,7 +874,16 @@ namespace OpenSim.Region.Framework.Scenes
859 /// <summary></summary> 874 /// <summary></summary>
860 public Vector3 Acceleration 875 public Vector3 Acceleration
861 { 876 {
862 get { return m_acceleration; } 877 get
878 {
879 PhysicsActor actor = PhysActor;
880 if (actor != null)
881 {
882 m_acceleration = actor.Acceleration;
883 }
884 return m_acceleration;
885 }
886
863 set { m_acceleration = value; } 887 set { m_acceleration = value; }
864 } 888 }
865 889
@@ -964,7 +988,7 @@ namespace OpenSim.Region.Framework.Scenes
964 get { return m_shape.Scale; } 988 get { return m_shape.Scale; }
965 set 989 set
966 { 990 {
967 StoreUndoState(); 991 StoreUndoState(UndoType.STATE_PRIM_SCALE);
968 if (m_shape != null) 992 if (m_shape != null)
969 { 993 {
970 m_shape.Scale = value; 994 m_shape.Scale = value;
@@ -1034,7 +1058,8 @@ namespace OpenSim.Region.Framework.Scenes
1034 if (IsAttachment) 1058 if (IsAttachment)
1035 return GroupPosition; 1059 return GroupPosition;
1036 1060
1037 return m_offsetPosition + m_groupPosition; } 1061// return m_offsetPosition + m_groupPosition; }
1062 return m_groupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset) ; } //KF: Rotation was ignored!
1038 } 1063 }
1039 1064
1040 public SceneObjectGroup ParentGroup 1065 public SceneObjectGroup ParentGroup
@@ -1193,6 +1218,13 @@ namespace OpenSim.Region.Framework.Scenes
1193 _flags = value; 1218 _flags = value;
1194 } 1219 }
1195 } 1220 }
1221
1222 [XmlIgnore]
1223 public bool IsOccupied // KF If an av is sittingon this prim
1224 {
1225 get { return m_occupied; }
1226 set { m_occupied = value; }
1227 }
1196 1228
1197 [XmlIgnore] 1229 [XmlIgnore]
1198 public UUID SitTargetAvatar 1230 public UUID SitTargetAvatar
@@ -1268,14 +1300,6 @@ namespace OpenSim.Region.Framework.Scenes
1268 } 1300 }
1269 } 1301 }
1270 1302
1271 /// <summary>
1272 /// Clear all pending updates of parts to clients
1273 /// </summary>
1274 private void ClearUpdateSchedule()
1275 {
1276 m_updateFlag = 0;
1277 }
1278
1279 private void SendObjectPropertiesToClient(UUID AgentID) 1303 private void SendObjectPropertiesToClient(UUID AgentID)
1280 { 1304 {
1281 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1305 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
@@ -1526,14 +1550,21 @@ namespace OpenSim.Region.Framework.Scenes
1526 // or flexible 1550 // or flexible
1527 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) 1551 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
1528 { 1552 {
1529 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( 1553 try
1530 Name, 1554 {
1531 Shape, 1555 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
1532 AbsolutePosition, 1556 Name,
1533 Scale, 1557 Shape,
1534 RotationOffset, 1558 AbsolutePosition,
1535 RigidBody); 1559 Scale,
1536 1560 RotationOffset,
1561 RigidBody);
1562 }
1563 catch
1564 {
1565 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
1566 PhysActor = null;
1567 }
1537 // Basic Physics returns null.. joy joy joy. 1568 // Basic Physics returns null.. joy joy joy.
1538 if (PhysActor != null) 1569 if (PhysActor != null)
1539 { 1570 {
@@ -1561,7 +1592,7 @@ namespace OpenSim.Region.Framework.Scenes
1561 { 1592 {
1562 m_redo.Clear(); 1593 m_redo.Clear();
1563 } 1594 }
1564 StoreUndoState(); 1595 StoreUndoState(UndoType.STATE_ALL);
1565 } 1596 }
1566 1597
1567 public byte ConvertScriptUintToByte(uint indata) 1598 public byte ConvertScriptUintToByte(uint indata)
@@ -1673,7 +1704,7 @@ namespace OpenSim.Region.Framework.Scenes
1673 PrimitiveBaseShape shape = PrimitiveBaseShape.Create(); 1704 PrimitiveBaseShape shape = PrimitiveBaseShape.Create();
1674 part.Shape = shape; 1705 part.Shape = shape;
1675 1706
1676 part.Name = "Primitive"; 1707 part.Name = "Object";
1677 part._ownerID = UUID.Random(); 1708 part._ownerID = UUID.Random();
1678 1709
1679 return part; 1710 return part;
@@ -2033,12 +2064,17 @@ namespace OpenSim.Region.Framework.Scenes
2033 public Vector3 GetWorldPosition() 2064 public Vector3 GetWorldPosition()
2034 { 2065 {
2035 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 2066 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
2036
2037 Vector3 axPos = OffsetPosition; 2067 Vector3 axPos = OffsetPosition;
2038
2039 axPos *= parentRot; 2068 axPos *= parentRot;
2040 Vector3 translationOffsetPosition = axPos; 2069 Vector3 translationOffsetPosition = axPos;
2041 return GroupPosition + translationOffsetPosition; 2070 if(_parentID == 0)
2071 {
2072 return GroupPosition;
2073 }
2074 else
2075 {
2076 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
2077 }
2042 } 2078 }
2043 2079
2044 /// <summary> 2080 /// <summary>
@@ -2049,7 +2085,7 @@ namespace OpenSim.Region.Framework.Scenes
2049 { 2085 {
2050 Quaternion newRot; 2086 Quaternion newRot;
2051 2087
2052 if (this.LinkNum == 0) 2088 if (this.LinkNum < 2) //KF Single or root prim
2053 { 2089 {
2054 newRot = RotationOffset; 2090 newRot = RotationOffset;
2055 } 2091 }
@@ -2695,17 +2731,18 @@ namespace OpenSim.Region.Framework.Scenes
2695 //Trys to fetch sound id from prim's inventory. 2731 //Trys to fetch sound id from prim's inventory.
2696 //Prim's inventory doesn't support non script items yet 2732 //Prim's inventory doesn't support non script items yet
2697 2733
2698 lock (TaskInventory) 2734 TaskInventory.LockItemsForRead(true);
2735
2736 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2699 { 2737 {
2700 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2738 if (item.Value.Name == sound)
2701 { 2739 {
2702 if (item.Value.Name == sound) 2740 soundID = item.Value.ItemID;
2703 { 2741 break;
2704 soundID = item.Value.ItemID;
2705 break;
2706 }
2707 } 2742 }
2708 } 2743 }
2744
2745 TaskInventory.LockItemsForRead(false);
2709 } 2746 }
2710 2747
2711 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 2748 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -2765,7 +2802,7 @@ namespace OpenSim.Region.Framework.Scenes
2765 /// <param name="scale"></param> 2802 /// <param name="scale"></param>
2766 public void Resize(Vector3 scale) 2803 public void Resize(Vector3 scale)
2767 { 2804 {
2768 StoreUndoState(); 2805 StoreUndoState(UndoType.STATE_PRIM_SCALE);
2769 m_shape.Scale = scale; 2806 m_shape.Scale = scale;
2770 2807
2771 ParentGroup.HasGroupChanged = true; 2808 ParentGroup.HasGroupChanged = true;
@@ -2774,38 +2811,7 @@ namespace OpenSim.Region.Framework.Scenes
2774 2811
2775 public void RotLookAt(Quaternion target, float strength, float damping) 2812 public void RotLookAt(Quaternion target, float strength, float damping)
2776 { 2813 {
2777 rotLookAt(target, strength, damping); 2814 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2778 }
2779
2780 public void rotLookAt(Quaternion target, float strength, float damping)
2781 {
2782 if (IsAttachment)
2783 {
2784 /*
2785 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2786 if (avatar != null)
2787 {
2788 Rotate the Av?
2789 } */
2790 }
2791 else
2792 {
2793 APIDDamp = damping;
2794 APIDStrength = strength;
2795 APIDTarget = target;
2796 }
2797 }
2798
2799 public void startLookAt(Quaternion rot, float damp, float strength)
2800 {
2801 APIDDamp = damp;
2802 APIDStrength = strength;
2803 APIDTarget = rot;
2804 }
2805
2806 public void stopLookAt()
2807 {
2808 APIDTarget = Quaternion.Identity;
2809 } 2815 }
2810 2816
2811 /// <summary> 2817 /// <summary>
@@ -2817,7 +2823,10 @@ namespace OpenSim.Region.Framework.Scenes
2817 2823
2818 if (m_parentGroup != null) 2824 if (m_parentGroup != null)
2819 { 2825 {
2820 m_parentGroup.QueueForUpdateCheck(); 2826 if (!m_parentGroup.areUpdatesSuspended)
2827 {
2828 m_parentGroup.QueueForUpdateCheck();
2829 }
2821 } 2830 }
2822 2831
2823 int timeNow = Util.UnixTimeSinceEpoch(); 2832 int timeNow = Util.UnixTimeSinceEpoch();
@@ -3034,8 +3043,8 @@ namespace OpenSim.Region.Framework.Scenes
3034 { 3043 {
3035 const float ROTATION_TOLERANCE = 0.01f; 3044 const float ROTATION_TOLERANCE = 0.01f;
3036 const float VELOCITY_TOLERANCE = 0.001f; 3045 const float VELOCITY_TOLERANCE = 0.001f;
3037 const float POSITION_TOLERANCE = 0.05f; 3046 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
3038 const int TIME_MS_TOLERANCE = 3000; 3047 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
3039 3048
3040 if (m_updateFlag == 1) 3049 if (m_updateFlag == 1)
3041 { 3050 {
@@ -3049,7 +3058,7 @@ namespace OpenSim.Region.Framework.Scenes
3049 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3058 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
3050 { 3059 {
3051 AddTerseUpdateToAllAvatars(); 3060 AddTerseUpdateToAllAvatars();
3052 ClearUpdateSchedule(); 3061
3053 3062
3054 // This causes the Scene to 'poll' physical objects every couple of frames 3063 // This causes the Scene to 'poll' physical objects every couple of frames
3055 // bad, so it's been replaced by an event driven method. 3064 // bad, so it's been replaced by an event driven method.
@@ -3067,16 +3076,18 @@ namespace OpenSim.Region.Framework.Scenes
3067 m_lastAngularVelocity = AngularVelocity; 3076 m_lastAngularVelocity = AngularVelocity;
3068 m_lastTerseSent = Environment.TickCount; 3077 m_lastTerseSent = Environment.TickCount;
3069 } 3078 }
3079 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
3080 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
3070 } 3081 }
3071 else 3082 else
3072 { 3083 {
3073 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 3084 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
3074 { 3085 {
3075 AddFullUpdateToAllAvatars(); 3086 AddFullUpdateToAllAvatars();
3076 ClearUpdateSchedule(); 3087 m_updateFlag = 0; //Same here
3077 } 3088 }
3078 } 3089 }
3079 ClearUpdateSchedule(); 3090 m_updateFlag = 0;
3080 } 3091 }
3081 3092
3082 /// <summary> 3093 /// <summary>
@@ -3096,6 +3107,15 @@ namespace OpenSim.Region.Framework.Scenes
3096 UUID ownerID = _ownerID; 3107 UUID ownerID = _ownerID;
3097 UUID objectID = UUID; 3108 UUID objectID = UUID;
3098 UUID parentID = GetRootPartUUID(); 3109 UUID parentID = GetRootPartUUID();
3110
3111 if (ParentGroup.IsAttachment && ParentGroup.RootPart.Shape.State > 30)
3112 {
3113 // Use the avatar as the parent for HUDs, since the prims
3114 // are not sent to other avatars
3115 objectID = _ownerID;
3116 parentID = _ownerID;
3117 }
3118
3099 UUID soundID = UUID.Zero; 3119 UUID soundID = UUID.Zero;
3100 Vector3 position = AbsolutePosition; // region local 3120 Vector3 position = AbsolutePosition; // region local
3101 ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle; 3121 ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle;
@@ -3103,17 +3123,16 @@ namespace OpenSim.Region.Framework.Scenes
3103 if (!UUID.TryParse(sound, out soundID)) 3123 if (!UUID.TryParse(sound, out soundID))
3104 { 3124 {
3105 // search sound file from inventory 3125 // search sound file from inventory
3106 lock (TaskInventory) 3126 TaskInventory.LockItemsForRead(true);
3127 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3107 { 3128 {
3108 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3129 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3109 { 3130 {
3110 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3131 soundID = item.Value.ItemID;
3111 { 3132 break;
3112 soundID = item.Value.ItemID;
3113 break;
3114 }
3115 } 3133 }
3116 } 3134 }
3135 TaskInventory.LockItemsForRead(false);
3117 } 3136 }
3118 3137
3119 if (soundID == UUID.Zero) 3138 if (soundID == UUID.Zero)
@@ -3550,7 +3569,7 @@ namespace OpenSim.Region.Framework.Scenes
3550 3569
3551 public void StopLookAt() 3570 public void StopLookAt()
3552 { 3571 {
3553 m_parentGroup.stopLookAt(); 3572 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3554 3573
3555 m_parentGroup.ScheduleGroupForTerseUpdate(); 3574 m_parentGroup.ScheduleGroupForTerseUpdate();
3556 } 3575 }
@@ -3577,10 +3596,9 @@ namespace OpenSim.Region.Framework.Scenes
3577 m_parentGroup.ScheduleGroupForTerseUpdate(); 3596 m_parentGroup.ScheduleGroupForTerseUpdate();
3578 //m_parentGroup.ScheduleGroupForFullUpdate(); 3597 //m_parentGroup.ScheduleGroupForFullUpdate();
3579 } 3598 }
3580 3599 public void StoreUndoState(UndoType type)
3581 public void StoreUndoState()
3582 { 3600 {
3583 if (!Undoing) 3601 if (!Undoing && (m_parentGroup == null || m_parentGroup.RootPart == null || !m_parentGroup.RootPart.Undoing))
3584 { 3602 {
3585 if (!IgnoreUndoUpdate) 3603 if (!IgnoreUndoUpdate)
3586 { 3604 {
@@ -3591,17 +3609,25 @@ namespace OpenSim.Region.Framework.Scenes
3591 if (m_undo.Count > 0) 3609 if (m_undo.Count > 0)
3592 { 3610 {
3593 UndoState last = m_undo.Peek(); 3611 UndoState last = m_undo.Peek();
3594 if (last != null) 3612
3595 {
3596 if (last.Compare(this))
3597 return;
3598 }
3599 } 3613 }
3600 3614
3601 if (m_parentGroup.GetSceneMaxUndo() > 0) 3615 if (m_parentGroup.GetSceneMaxUndo() > 0)
3602 { 3616 {
3603 UndoState nUndo = new UndoState(this); 3617 UndoState lastUndo = m_undo.Peek();
3618
3619 UndoState nUndo = new UndoState(this, type);
3604 3620
3621 if (lastUndo != null)
3622 {
3623 TimeSpan ts = DateTime.Now.Subtract(lastUndo.LastUpdated);
3624 if (ts.TotalMilliseconds < 500)
3625 {
3626 //Delete the last entry since it was less than 500 milliseconds ago
3627 nUndo.Merge(lastUndo);
3628 m_undo.Pop();
3629 }
3630 }
3605 m_undo.Push(nUndo); 3631 m_undo.Push(nUndo);
3606 } 3632 }
3607 3633
@@ -4078,11 +4104,13 @@ namespace OpenSim.Region.Framework.Scenes
4078 if (m_undo.Count > 0) 4104 if (m_undo.Count > 0)
4079 { 4105 {
4080 UndoState nUndo = null; 4106 UndoState nUndo = null;
4107 UndoState goback = m_undo.Pop();
4081 if (m_parentGroup.GetSceneMaxUndo() > 0) 4108 if (m_parentGroup.GetSceneMaxUndo() > 0)
4082 { 4109 {
4083 nUndo = new UndoState(this); 4110 nUndo = new UndoState(this, goback.Type);
4084 } 4111 }
4085 UndoState goback = m_undo.Pop(); 4112
4113
4086 if (goback != null) 4114 if (goback != null)
4087 { 4115 {
4088 goback.PlaybackState(this); 4116 goback.PlaybackState(this);
@@ -4097,13 +4125,13 @@ namespace OpenSim.Region.Framework.Scenes
4097 { 4125 {
4098 lock (m_redo) 4126 lock (m_redo)
4099 { 4127 {
4128 UndoState gofwd = m_redo.Pop();
4100 if (m_parentGroup.GetSceneMaxUndo() > 0) 4129 if (m_parentGroup.GetSceneMaxUndo() > 0)
4101 { 4130 {
4102 UndoState nUndo = new UndoState(this); 4131 UndoState nUndo = new UndoState(this, gofwd.Type);
4103 4132
4104 m_undo.Push(nUndo); 4133 m_undo.Push(nUndo);
4105 } 4134 }
4106 UndoState gofwd = m_redo.Pop();
4107 if (gofwd != null) 4135 if (gofwd != null)
4108 gofwd.PlayfwdState(this); 4136 gofwd.PlayfwdState(this);
4109 } 4137 }
@@ -4551,8 +4579,9 @@ namespace OpenSim.Region.Framework.Scenes
4551 { 4579 {
4552 m_shape.TextureEntry = textureEntry; 4580 m_shape.TextureEntry = textureEntry;
4553 TriggerScriptChangedEvent(Changed.TEXTURE); 4581 TriggerScriptChangedEvent(Changed.TEXTURE);
4554 4582 m_updateFlag = 1;
4555 ParentGroup.HasGroupChanged = true; 4583 ParentGroup.HasGroupChanged = true;
4584
4556 //This is madness.. 4585 //This is madness..
4557 //ParentGroup.ScheduleGroupForFullUpdate(); 4586 //ParentGroup.ScheduleGroupForFullUpdate();
4558 //This is sparta 4587 //This is sparta
@@ -4797,5 +4826,17 @@ namespace OpenSim.Region.Framework.Scenes
4797 Color color = Color; 4826 Color color = Color;
4798 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4827 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4799 } 4828 }
4829
4830 public void ResetOwnerChangeFlag()
4831 {
4832 List<UUID> inv = Inventory.GetInventoryList();
4833
4834 foreach (UUID itemID in inv)
4835 {
4836 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4837 item.OwnerChanged = false;
4838 Inventory.UpdateInventoryItem(item);
4839 }
4840 }
4800 } 4841 }
4801} 4842}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index e08fa77..10931b7 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 (m_items) 126 m_items.LockItemsForWrite(true);
127
128 if (0 == Items.Count)
123 { 129 {
124 if (0 == m_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 = GetInventoryItems(); 136 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
130 m_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 m_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>
@@ -143,12 +150,11 @@ 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;
151 }
152 } 158 }
153 159
154 HasInventoryChanged = true; 160 HasInventoryChanged = true;
@@ -162,6 +168,7 @@ namespace OpenSim.Region.Framework.Scenes
162 item.OwnerID = ownerId; 168 item.OwnerID = ownerId;
163 } 169 }
164 } 170 }
171 m_items.LockItemsForWrite(false);
165 } 172 }
166 173
167 /// <summary> 174 /// <summary>
@@ -170,22 +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;
178 }
179 } 185 }
180 186
181 HasInventoryChanged = true; 187 HasInventoryChanged = true;
182 m_part.ParentGroup.HasGroupChanged = true; 188 m_part.ParentGroup.HasGroupChanged = true;
183 List<TaskInventoryItem> items = GetInventoryItems(); 189 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
184 foreach (TaskInventoryItem item in items) 190 foreach (TaskInventoryItem item in items)
185 { 191 {
186 if (groupID != item.GroupID) 192 if (groupID != item.GroupID)
193 {
187 item.GroupID = groupID; 194 item.GroupID = groupID;
195 }
188 } 196 }
197 m_items.LockItemsForWrite(false);
189 } 198 }
190 199
191 /// <summary> 200 /// <summary>
@@ -193,9 +202,14 @@ namespace OpenSim.Region.Framework.Scenes
193 /// </summary> 202 /// </summary>
194 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 203 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
195 { 204 {
196 List<TaskInventoryItem> scripts = GetInventoryScripts(); 205 Items.LockItemsForRead(true);
197 foreach (TaskInventoryItem item in scripts) 206 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
198 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 207 Items.LockItemsForRead(false);
208 foreach (TaskInventoryItem item in items)
209 {
210 if ((int)InventoryType.LSL == item.InvType)
211 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
212 }
199 } 213 }
200 214
201 public ArrayList GetScriptErrors(UUID itemID) 215 public ArrayList GetScriptErrors(UUID itemID)
@@ -228,9 +242,18 @@ namespace OpenSim.Region.Framework.Scenes
228 /// </param> 242 /// </param>
229 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 243 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
230 { 244 {
231 List<TaskInventoryItem> scripts = GetInventoryScripts(); 245 Items.LockItemsForRead(true);
232 foreach (TaskInventoryItem item in scripts) 246 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
233 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 247 Items.LockItemsForRead(false);
248
249 foreach (TaskInventoryItem item in items)
250 {
251 if ((int)InventoryType.LSL == item.InvType)
252 {
253 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
254 m_part.RemoveScriptEvents(item.ItemID);
255 }
256 }
234 } 257 }
235 258
236 /// <summary> 259 /// <summary>
@@ -246,7 +269,10 @@ namespace OpenSim.Region.Framework.Scenes
246 // item.Name, item.ItemID, Name, UUID); 269 // item.Name, item.ItemID, Name, UUID);
247 270
248 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 271 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
272 {
273 StoreScriptError(item.ItemID, "no permission");
249 return; 274 return;
275 }
250 276
251 m_part.AddFlag(PrimFlags.Scripted); 277 m_part.AddFlag(PrimFlags.Scripted);
252 278
@@ -255,14 +281,13 @@ namespace OpenSim.Region.Framework.Scenes
255 if (stateSource == 1 && // Prim crossing 281 if (stateSource == 1 && // Prim crossing
256 m_part.ParentGroup.Scene.m_trustBinaries) 282 m_part.ParentGroup.Scene.m_trustBinaries)
257 { 283 {
258 lock (m_items) 284 m_items.LockItemsForWrite(true);
259 { 285 m_items[item.ItemID].PermsMask = 0;
260 m_items[item.ItemID].PermsMask = 0; 286 m_items[item.ItemID].PermsGranter = UUID.Zero;
261 m_items[item.ItemID].PermsGranter = UUID.Zero; 287 m_items.LockItemsForWrite(false);
262 }
263
264 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 288 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
265 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 289 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
290 StoreScriptErrors(item.ItemID, null);
266 m_part.ParentGroup.AddActiveScriptCount(1); 291 m_part.ParentGroup.AddActiveScriptCount(1);
267 m_part.ScheduleFullUpdate(); 292 m_part.ScheduleFullUpdate();
268 return; 293 return;
@@ -271,6 +296,8 @@ namespace OpenSim.Region.Framework.Scenes
271 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 296 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
272 if (null == asset) 297 if (null == asset)
273 { 298 {
299 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
300 StoreScriptError(item.ItemID, msg);
274 m_log.ErrorFormat( 301 m_log.ErrorFormat(
275 "[PRIM INVENTORY]: " + 302 "[PRIM INVENTORY]: " +
276 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 303 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -282,15 +309,17 @@ namespace OpenSim.Region.Framework.Scenes
282 if (m_part.ParentGroup.m_savedScriptState != null) 309 if (m_part.ParentGroup.m_savedScriptState != null)
283 RestoreSavedScriptState(item.OldItemID, item.ItemID); 310 RestoreSavedScriptState(item.OldItemID, item.ItemID);
284 311
285 lock (m_items) 312 m_items.LockItemsForWrite(true);
286 { 313
287 m_items[item.ItemID].PermsMask = 0; 314 m_items[item.ItemID].PermsMask = 0;
288 m_items[item.ItemID].PermsGranter = UUID.Zero; 315 m_items[item.ItemID].PermsGranter = UUID.Zero;
289 } 316
317 m_items.LockItemsForWrite(false);
290 318
291 string script = Utils.BytesToString(asset.Data); 319 string script = Utils.BytesToString(asset.Data);
292 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 320 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
293 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 321 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
322 StoreScriptErrors(item.ItemID, null);
294 m_part.ParentGroup.AddActiveScriptCount(1); 323 m_part.ParentGroup.AddActiveScriptCount(1);
295 m_part.ScheduleFullUpdate(); 324 m_part.ScheduleFullUpdate();
296 } 325 }
@@ -354,21 +383,145 @@ namespace OpenSim.Region.Framework.Scenes
354 383
355 /// <summary> 384 /// <summary>
356 /// Start a script which is in this prim's inventory. 385 /// Start a script which is in this prim's inventory.
386 /// Some processing may occur in the background, but this routine returns asap.
357 /// </summary> 387 /// </summary>
358 /// <param name="itemId"> 388 /// <param name="itemId">
359 /// A <see cref="UUID"/> 389 /// A <see cref="UUID"/>
360 /// </param> 390 /// </param>
361 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 391 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
362 { 392 {
363 TaskInventoryItem item = GetInventoryItem(itemId); 393 lock (m_scriptErrors)
364 if (item != null) 394 {
365 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 395 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
396 m_scriptErrors.Remove(itemId);
397 }
398 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
399 }
400
401 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
402 {
403 m_items.LockItemsForRead(true);
404 if (m_items.ContainsKey(itemId))
405 {
406 if (m_items.ContainsKey(itemId))
407 {
408 m_items.LockItemsForRead(false);
409 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
410 }
411 else
412 {
413 m_items.LockItemsForRead(false);
414 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
415 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
416 StoreScriptError(itemId, msg);
417 m_log.ErrorFormat(
418 "[PRIM INVENTORY]: " +
419 "Couldn't start script with ID {0} since it {1}", itemId, msg);
420 }
421 }
366 else 422 else
423 {
424 m_items.LockItemsForRead(false);
425 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
426 StoreScriptError(itemId, msg);
367 m_log.ErrorFormat( 427 m_log.ErrorFormat(
368 "[PRIM INVENTORY]: " + 428 "[PRIM INVENTORY]: " +
369 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 429 "Couldn't start script with ID {0} since it {1}", itemId, msg);
370 itemId, m_part.Name, m_part.UUID, 430 }
371 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 431
432 }
433
434 /// <summary>
435 /// Start a script which is in this prim's inventory and return any compilation error messages.
436 /// </summary>
437 /// <param name="itemId">
438 /// A <see cref="UUID"/>
439 /// </param>
440 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
441 {
442 ArrayList errors;
443
444 // Indicate to CreateScriptInstanceInternal() we want it to
445 // post any compilation/loading error messages
446 lock (m_scriptErrors)
447 {
448 m_scriptErrors[itemId] = null;
449 }
450
451 // Perform compilation/loading
452 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
453
454 // Wait for and retrieve any errors
455 lock (m_scriptErrors)
456 {
457 while ((errors = m_scriptErrors[itemId]) == null)
458 {
459 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
460 {
461 m_log.ErrorFormat(
462 "[PRIM INVENTORY]: " +
463 "timedout waiting for script {0} errors", itemId);
464 errors = m_scriptErrors[itemId];
465 if (errors == null)
466 {
467 errors = new ArrayList(1);
468 errors.Add("timedout waiting for errors");
469 }
470 break;
471 }
472 }
473 m_scriptErrors.Remove(itemId);
474 }
475 return errors;
476 }
477
478 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
479 private void StoreScriptErrors(UUID itemId, ArrayList errors)
480 {
481 lock (m_scriptErrors)
482 {
483 // If compilation/loading initiated via CreateScriptInstance(),
484 // it does not want the errors, so just get out
485 if (!m_scriptErrors.ContainsKey(itemId))
486 {
487 return;
488 }
489
490 // Initiated via CreateScriptInstanceEr(), if we know what the
491 // errors are, save them and wake CreateScriptInstanceEr().
492 if (errors != null)
493 {
494 m_scriptErrors[itemId] = errors;
495 System.Threading.Monitor.PulseAll(m_scriptErrors);
496 return;
497 }
498 }
499
500 // Initiated via CreateScriptInstanceEr() but we don't know what
501 // the errors are yet, so retrieve them from the script engine.
502 // This may involve some waiting internal to GetScriptErrors().
503 errors = GetScriptErrors(itemId);
504
505 // Get a default non-null value to indicate success.
506 if (errors == null)
507 {
508 errors = new ArrayList();
509 }
510
511 // Post to CreateScriptInstanceEr() and wake it up
512 lock (m_scriptErrors)
513 {
514 m_scriptErrors[itemId] = errors;
515 System.Threading.Monitor.PulseAll(m_scriptErrors);
516 }
517 }
518
519 // Like StoreScriptErrors(), but just posts a single string message
520 private void StoreScriptError(UUID itemId, string message)
521 {
522 ArrayList errors = new ArrayList(1);
523 errors.Add(message);
524 StoreScriptErrors(itemId, errors);
372 } 525 }
373 526
374 /// <summary> 527 /// <summary>
@@ -381,15 +534,7 @@ namespace OpenSim.Region.Framework.Scenes
381 /// </param> 534 /// </param>
382 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 535 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
383 { 536 {
384 bool scriptPresent = false; 537 if (m_items.ContainsKey(itemId))
385
386 lock (m_items)
387 {
388 if (m_items.ContainsKey(itemId))
389 scriptPresent = true;
390 }
391
392 if (scriptPresent)
393 { 538 {
394 if (!sceneObjectBeingDeleted) 539 if (!sceneObjectBeingDeleted)
395 m_part.RemoveScriptEvents(itemId); 540 m_part.RemoveScriptEvents(itemId);
@@ -414,14 +559,16 @@ namespace OpenSim.Region.Framework.Scenes
414 /// <returns></returns> 559 /// <returns></returns>
415 private bool InventoryContainsName(string name) 560 private bool InventoryContainsName(string name)
416 { 561 {
417 lock (m_items) 562 m_items.LockItemsForRead(true);
563 foreach (TaskInventoryItem item in m_items.Values)
418 { 564 {
419 foreach (TaskInventoryItem item in m_items.Values) 565 if (item.Name == name)
420 { 566 {
421 if (item.Name == name) 567 m_items.LockItemsForRead(false);
422 return true; 568 return true;
423 } 569 }
424 } 570 }
571 m_items.LockItemsForRead(false);
425 return false; 572 return false;
426 } 573 }
427 574
@@ -463,8 +610,9 @@ namespace OpenSim.Region.Framework.Scenes
463 /// <param name="item"></param> 610 /// <param name="item"></param>
464 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 611 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
465 { 612 {
466 List<TaskInventoryItem> il = GetInventoryItems(); 613 m_items.LockItemsForRead(true);
467 614 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
615 m_items.LockItemsForRead(false);
468 foreach (TaskInventoryItem i in il) 616 foreach (TaskInventoryItem i in il)
469 { 617 {
470 if (i.Name == item.Name) 618 if (i.Name == item.Name)
@@ -502,14 +650,14 @@ namespace OpenSim.Region.Framework.Scenes
502 item.Name = name; 650 item.Name = name;
503 item.GroupID = m_part.GroupID; 651 item.GroupID = m_part.GroupID;
504 652
505 lock (m_items) 653 m_items.LockItemsForWrite(true);
506 m_items.Add(item.ItemID, item); 654 m_items.Add(item.ItemID, item);
507 655 m_items.LockItemsForWrite(false);
508 if (allowedDrop) 656 if (allowedDrop)
509 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 657 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
510 else 658 else
511 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 659 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
512 660
513 m_inventorySerial++; 661 m_inventorySerial++;
514 //m_inventorySerial += 2; 662 //m_inventorySerial += 2;
515 HasInventoryChanged = true; 663 HasInventoryChanged = true;
@@ -525,15 +673,15 @@ namespace OpenSim.Region.Framework.Scenes
525 /// <param name="items"></param> 673 /// <param name="items"></param>
526 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 674 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
527 { 675 {
528 lock (m_items) 676 m_items.LockItemsForWrite(true);
677 foreach (TaskInventoryItem item in items)
529 { 678 {
530 foreach (TaskInventoryItem item in items) 679 m_items.Add(item.ItemID, item);
531 { 680// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
532 m_items.Add(item.ItemID, item);
533// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
534 }
535 m_inventorySerial++;
536 } 681 }
682 m_items.LockItemsForWrite(false);
683
684 m_inventorySerial++;
537 } 685 }
538 686
539 /// <summary> 687 /// <summary>
@@ -544,10 +692,9 @@ namespace OpenSim.Region.Framework.Scenes
544 public TaskInventoryItem GetInventoryItem(UUID itemId) 692 public TaskInventoryItem GetInventoryItem(UUID itemId)
545 { 693 {
546 TaskInventoryItem item; 694 TaskInventoryItem item;
547 695 m_items.LockItemsForRead(true);
548 lock (m_items) 696 m_items.TryGetValue(itemId, out item);
549 m_items.TryGetValue(itemId, out item); 697 m_items.LockItemsForRead(false);
550
551 return item; 698 return item;
552 } 699 }
553 700
@@ -563,15 +710,16 @@ namespace OpenSim.Region.Framework.Scenes
563 { 710 {
564 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 711 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
565 712
566 lock (m_items) 713 m_items.LockItemsForRead(true);
714
715 foreach (TaskInventoryItem item in m_items.Values)
567 { 716 {
568 foreach (TaskInventoryItem item in m_items.Values) 717 if (item.Name == name)
569 { 718 items.Add(item);
570 if (item.Name == name)
571 items.Add(item);
572 }
573 } 719 }
574 720
721 m_items.LockItemsForRead(false);
722
575 return items; 723 return items;
576 } 724 }
577 725
@@ -653,8 +801,9 @@ namespace OpenSim.Region.Framework.Scenes
653 801
654 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents) 802 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents)
655 { 803 {
656 TaskInventoryItem it = GetInventoryItem(item.ItemID); 804 m_items.LockItemsForWrite(true);
657 if (it != null) 805
806 if (m_items.ContainsKey(item.ItemID))
658 { 807 {
659 item.ParentID = m_part.UUID; 808 item.ParentID = m_part.UUID;
660 item.ParentPartID = m_part.UUID; 809 item.ParentPartID = m_part.UUID;
@@ -666,19 +815,15 @@ namespace OpenSim.Region.Framework.Scenes
666 item.GroupID = m_part.GroupID; 815 item.GroupID = m_part.GroupID;
667 816
668 if (item.AssetID == UUID.Zero) 817 if (item.AssetID == UUID.Zero)
669 item.AssetID = it.AssetID; 818 item.AssetID = m_items[item.ItemID].AssetID;
670
671 lock (m_items)
672 {
673 m_items[item.ItemID] = item;
674 m_inventorySerial++;
675 }
676 819
820 m_items[item.ItemID] = item;
821 m_inventorySerial++;
677 if (fireScriptEvents) 822 if (fireScriptEvents)
678 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 823 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
679
680 HasInventoryChanged = true; 824 HasInventoryChanged = true;
681 m_part.ParentGroup.HasGroupChanged = true; 825 m_part.ParentGroup.HasGroupChanged = true;
826 m_items.LockItemsForWrite(false);
682 return true; 827 return true;
683 } 828 }
684 else 829 else
@@ -689,8 +834,9 @@ namespace OpenSim.Region.Framework.Scenes
689 item.ItemID, m_part.Name, m_part.UUID, 834 item.ItemID, m_part.Name, m_part.UUID,
690 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 835 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
691 } 836 }
692 return false; 837 m_items.LockItemsForWrite(false);
693 838
839 return false;
694 } 840 }
695 841
696 /// <summary> 842 /// <summary>
@@ -701,37 +847,53 @@ namespace OpenSim.Region.Framework.Scenes
701 /// in this prim's inventory.</returns> 847 /// in this prim's inventory.</returns>
702 public int RemoveInventoryItem(UUID itemID) 848 public int RemoveInventoryItem(UUID itemID)
703 { 849 {
704 TaskInventoryItem item = GetInventoryItem(itemID); 850 m_items.LockItemsForRead(true);
705 if (item != null) 851
852 if (m_items.ContainsKey(itemID))
706 { 853 {
707 int type = m_items[itemID].InvType; 854 int type = m_items[itemID].InvType;
855 m_items.LockItemsForRead(false);
708 if (type == 10) // Script 856 if (type == 10) // Script
709 { 857 {
710 m_part.RemoveScriptEvents(itemID);
711 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 858 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
712 } 859 }
860 m_items.LockItemsForWrite(true);
713 m_items.Remove(itemID); 861 m_items.Remove(itemID);
862 m_items.LockItemsForWrite(false);
714 m_inventorySerial++; 863 m_inventorySerial++;
715 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 864 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
716 865
717 HasInventoryChanged = true; 866 HasInventoryChanged = true;
718 m_part.ParentGroup.HasGroupChanged = true; 867 m_part.ParentGroup.HasGroupChanged = true;
719 868
720 if (!ContainsScripts()) 869 int scriptcount = 0;
870 m_items.LockItemsForRead(true);
871 foreach (TaskInventoryItem item in m_items.Values)
872 {
873 if (item.Type == 10)
874 {
875 scriptcount++;
876 }
877 }
878 m_items.LockItemsForRead(false);
879
880
881 if (scriptcount <= 0)
882 {
721 m_part.RemFlag(PrimFlags.Scripted); 883 m_part.RemFlag(PrimFlags.Scripted);
884 }
722 885
723 m_part.ScheduleFullUpdate(); 886 m_part.ScheduleFullUpdate();
724 887
725 return type; 888 return type;
726
727 } 889 }
728 else 890 else
729 { 891 {
892 m_items.LockItemsForRead(false);
730 m_log.ErrorFormat( 893 m_log.ErrorFormat(
731 "[PRIM INVENTORY]: " + 894 "[PRIM INVENTORY]: " +
732 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 895 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
733 itemID, m_part.Name, m_part.UUID, 896 itemID, m_part.Name, m_part.UUID);
734 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
735 } 897 }
736 898
737 return -1; 899 return -1;
@@ -785,8 +947,9 @@ namespace OpenSim.Region.Framework.Scenes
785 // isn't available (such as drag from prim inventory to agent inventory) 947 // isn't available (such as drag from prim inventory to agent inventory)
786 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 948 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
787 949
788 List<TaskInventoryItem> items = GetInventoryItems(); 950 m_items.LockItemsForRead(true);
789 foreach (TaskInventoryItem item in items) 951
952 foreach (TaskInventoryItem item in m_items.Values)
790 { 953 {
791 UUID ownerID = item.OwnerID; 954 UUID ownerID = item.OwnerID;
792 uint everyoneMask = 0; 955 uint everyoneMask = 0;
@@ -830,6 +993,8 @@ namespace OpenSim.Region.Framework.Scenes
830 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 993 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
831 invString.AddSectionEnd(); 994 invString.AddSectionEnd();
832 } 995 }
996 int count = m_items.Count;
997 m_items.LockItemsForRead(false);
833 998
834 fileData = Utils.StringToBytes(invString.BuildString); 999 fileData = Utils.StringToBytes(invString.BuildString);
835 1000
@@ -850,10 +1015,11 @@ namespace OpenSim.Region.Framework.Scenes
850 { 1015 {
851 if (HasInventoryChanged) 1016 if (HasInventoryChanged)
852 { 1017 {
853 HasInventoryChanged = false; 1018 Items.LockItemsForRead(true);
854 List<TaskInventoryItem> items = GetInventoryItems(); 1019 datastore.StorePrimInventory(m_part.UUID, Items.Values);
855 datastore.StorePrimInventory(m_part.UUID, items); 1020 Items.LockItemsForRead(false);
856 1021
1022 HasInventoryChanged = false;
857 } 1023 }
858 } 1024 }
859 1025
@@ -920,89 +1086,75 @@ namespace OpenSim.Region.Framework.Scenes
920 { 1086 {
921 uint mask=0x7fffffff; 1087 uint mask=0x7fffffff;
922 1088
923 lock (m_items) 1089 foreach (TaskInventoryItem item in m_items.Values)
924 { 1090 {
925 foreach (TaskInventoryItem item in m_items.Values) 1091 if (item.InvType != (int)InventoryType.Object)
926 { 1092 {
927 if (item.InvType != (int)InventoryType.Object) 1093 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
928 { 1094 mask &= ~((uint)PermissionMask.Copy >> 13);
929 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1095 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
930 mask &= ~((uint)PermissionMask.Copy >> 13); 1096 mask &= ~((uint)PermissionMask.Transfer >> 13);
931 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1097 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
932 mask &= ~((uint)PermissionMask.Transfer >> 13); 1098 mask &= ~((uint)PermissionMask.Modify >> 13);
933 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1099 }
934 mask &= ~((uint)PermissionMask.Modify >> 13); 1100 else
935 } 1101 {
936 else 1102 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
937 { 1103 mask &= ~((uint)PermissionMask.Copy >> 13);
938 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1104 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
939 mask &= ~((uint)PermissionMask.Copy >> 13); 1105 mask &= ~((uint)PermissionMask.Transfer >> 13);
940 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1106 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
941 mask &= ~((uint)PermissionMask.Transfer >> 13); 1107 mask &= ~((uint)PermissionMask.Modify >> 13);
942 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
943 mask &= ~((uint)PermissionMask.Modify >> 13);
944 }
945
946 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
947 mask &= ~(uint)PermissionMask.Copy;
948 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
949 mask &= ~(uint)PermissionMask.Transfer;
950 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
951 mask &= ~(uint)PermissionMask.Modify;
952 } 1108 }
1109
1110 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1111 mask &= ~(uint)PermissionMask.Copy;
1112 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1113 mask &= ~(uint)PermissionMask.Transfer;
1114 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1115 mask &= ~(uint)PermissionMask.Modify;
953 } 1116 }
954
955 return mask; 1117 return mask;
956 } 1118 }
957 1119
958 public void ApplyNextOwnerPermissions() 1120 public void ApplyNextOwnerPermissions()
959 { 1121 {
960 lock (m_items) 1122 foreach (TaskInventoryItem item in m_items.Values)
961 { 1123 {
962 foreach (TaskInventoryItem item in m_items.Values) 1124 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
963 { 1125 {
964 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1126 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
965 { 1127 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
966 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1128 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
967 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1129 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
968 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1130 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
969 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1131 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
970 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
971 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
972 }
973 item.CurrentPermissions &= item.NextPermissions;
974 item.BasePermissions &= item.NextPermissions;
975 item.EveryonePermissions &= item.NextPermissions;
976 item.OwnerChanged = true;
977 } 1132 }
1133 item.OwnerChanged = true;
1134 item.CurrentPermissions &= item.NextPermissions;
1135 item.BasePermissions &= item.NextPermissions;
1136 item.EveryonePermissions &= item.NextPermissions;
978 } 1137 }
979 } 1138 }
980 1139
981 public void ApplyGodPermissions(uint perms) 1140 public void ApplyGodPermissions(uint perms)
982 { 1141 {
983 lock (m_items) 1142 foreach (TaskInventoryItem item in m_items.Values)
984 { 1143 {
985 foreach (TaskInventoryItem item in m_items.Values) 1144 item.CurrentPermissions = perms;
986 { 1145 item.BasePermissions = perms;
987 item.CurrentPermissions = perms;
988 item.BasePermissions = perms;
989 }
990 } 1146 }
991 } 1147 }
992 1148
993 public bool ContainsScripts() 1149 public bool ContainsScripts()
994 { 1150 {
995 lock (m_items) 1151 foreach (TaskInventoryItem item in m_items.Values)
996 { 1152 {
997 foreach (TaskInventoryItem item in m_items.Values) 1153 if (item.InvType == (int)InventoryType.LSL)
998 { 1154 {
999 if (item.InvType == (int)InventoryType.LSL) 1155 return true;
1000 {
1001 return true;
1002 }
1003 } 1156 }
1004 } 1157 }
1005
1006 return false; 1158 return false;
1007 } 1159 }
1008 1160
@@ -1010,11 +1162,8 @@ namespace OpenSim.Region.Framework.Scenes
1010 { 1162 {
1011 List<UUID> ret = new List<UUID>(); 1163 List<UUID> ret = new List<UUID>();
1012 1164
1013 lock (m_items) 1165 foreach (TaskInventoryItem item in m_items.Values)
1014 { 1166 ret.Add(item.ItemID);
1015 foreach (TaskInventoryItem item in m_items.Values)
1016 ret.Add(item.ItemID);
1017 }
1018 1167
1019 return ret; 1168 return ret;
1020 } 1169 }
@@ -1045,31 +1194,44 @@ namespace OpenSim.Region.Framework.Scenes
1045 1194
1046 public Dictionary<UUID, string> GetScriptStates() 1195 public Dictionary<UUID, string> GetScriptStates()
1047 { 1196 {
1197 return GetScriptStates(false);
1198 }
1199
1200 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1201 {
1048 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>(); 1202 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
1049 1203
1050 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1204 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1051 if (engines == null) // No engine at all 1205 if (engines == null) // No engine at all
1052 return ret; 1206 return ret;
1053 1207
1054 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1208 foreach (TaskInventoryItem item in m_items.Values)
1055
1056 foreach (TaskInventoryItem item in scripts)
1057 { 1209 {
1058 foreach (IScriptModule e in engines) 1210 if (item.InvType == (int)InventoryType.LSL)
1059 { 1211 {
1060 if (e != null) 1212 foreach (IScriptModule e in engines)
1061 { 1213 {
1062 string n = e.GetXMLState(item.ItemID); 1214 if (e != null)
1063 if (n != String.Empty)
1064 { 1215 {
1065 if (!ret.ContainsKey(item.ItemID)) 1216 string n = e.GetXMLState(item.ItemID);
1066 ret[item.ItemID] = n; 1217 if (n != String.Empty)
1067 break; 1218 {
1219 if (oldIDs)
1220 {
1221 if (!ret.ContainsKey(item.OldItemID))
1222 ret[item.OldItemID] = n;
1223 }
1224 else
1225 {
1226 if (!ret.ContainsKey(item.ItemID))
1227 ret[item.ItemID] = n;
1228 }
1229 break;
1230 }
1068 } 1231 }
1069 } 1232 }
1070 } 1233 }
1071 } 1234 }
1072
1073 return ret; 1235 return ret;
1074 } 1236 }
1075 1237
@@ -1079,21 +1241,27 @@ namespace OpenSim.Region.Framework.Scenes
1079 if (engines == null) 1241 if (engines == null)
1080 return; 1242 return;
1081 1243
1082 List<TaskInventoryItem> scripts = GetInventoryScripts();
1083 1244
1084 foreach (TaskInventoryItem item in scripts) 1245 Items.LockItemsForRead(true);
1246
1247 foreach (TaskInventoryItem item in m_items.Values)
1085 { 1248 {
1086 foreach (IScriptModule engine in engines) 1249 if (item.InvType == (int)InventoryType.LSL)
1087 { 1250 {
1088 if (engine != null) 1251 foreach (IScriptModule engine in engines)
1089 { 1252 {
1090 if (item.OwnerChanged) 1253 if (engine != null)
1091 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1254 {
1092 item.OwnerChanged = false; 1255 if (item.OwnerChanged)
1093 engine.ResumeScript(item.ItemID); 1256 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1257 item.OwnerChanged = false;
1258 engine.ResumeScript(item.ItemID);
1259 }
1094 } 1260 }
1095 } 1261 }
1096 } 1262 }
1263
1264 Items.LockItemsForRead(false);
1097 } 1265 }
1098 } 1266 }
1099} \ No newline at end of file 1267} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 08c6e27..02e60f8 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using System.Reflection; 31using System.Reflection;
31using System.Timers; 32using System.Timers;
@@ -72,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes
72// { 73// {
73// m_log.Debug("[ScenePresence] Destructor called"); 74// m_log.Debug("[ScenePresence] Destructor called");
74// } 75// }
75 76
76 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
77 78
78 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; 79 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 };
@@ -88,7 +89,9 @@ namespace OpenSim.Region.Framework.Scenes
88 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
89 /// issue #1716 90 /// issue #1716
90 /// </summary> 91 /// </summary>
91 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 92// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
93 // Value revised by KF 091121 by comparison with SL.
94 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
92 95
93 public UUID currentParcelUUID = UUID.Zero; 96 public UUID currentParcelUUID = UUID.Zero;
94 97
@@ -122,8 +125,11 @@ namespace OpenSim.Region.Framework.Scenes
122 public Vector3 lastKnownAllowedPosition; 125 public Vector3 lastKnownAllowedPosition;
123 public bool sentMessageAboutRestrictedParcelFlyingDown; 126 public bool sentMessageAboutRestrictedParcelFlyingDown;
124 public Vector4 CollisionPlane = Vector4.UnitW; 127 public Vector4 CollisionPlane = Vector4.UnitW;
125 128
129 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
130 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
126 private Vector3 m_lastPosition; 131 private Vector3 m_lastPosition;
132 private Vector3 m_lastWorldPosition;
127 private Quaternion m_lastRotation; 133 private Quaternion m_lastRotation;
128 private Vector3 m_lastVelocity; 134 private Vector3 m_lastVelocity;
129 //private int m_lastTerseSent; 135 //private int m_lastTerseSent;
@@ -156,7 +162,6 @@ namespace OpenSim.Region.Framework.Scenes
156 private int m_perfMonMS; 162 private int m_perfMonMS;
157 163
158 private bool m_setAlwaysRun; 164 private bool m_setAlwaysRun;
159
160 private bool m_forceFly; 165 private bool m_forceFly;
161 private bool m_flyDisabled; 166 private bool m_flyDisabled;
162 167
@@ -180,7 +185,8 @@ namespace OpenSim.Region.Framework.Scenes
180 protected RegionInfo m_regionInfo; 185 protected RegionInfo m_regionInfo;
181 protected ulong crossingFromRegion; 186 protected ulong crossingFromRegion;
182 187
183 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 188 private readonly Vector3[] Dir_Vectors = new Vector3[11];
189 private bool m_isNudging = false;
184 190
185 // Position of agent's camera in world (region cordinates) 191 // Position of agent's camera in world (region cordinates)
186 protected Vector3 m_CameraCenter; 192 protected Vector3 m_CameraCenter;
@@ -205,17 +211,23 @@ namespace OpenSim.Region.Framework.Scenes
205 private bool m_autopilotMoving; 211 private bool m_autopilotMoving;
206 private Vector3 m_autoPilotTarget; 212 private Vector3 m_autoPilotTarget;
207 private bool m_sitAtAutoTarget; 213 private bool m_sitAtAutoTarget;
214 private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit
208 215
209 private string m_nextSitAnimation = String.Empty; 216 private string m_nextSitAnimation = String.Empty;
210 217
211 //PauPaw:Proper PID Controler for autopilot************ 218 //PauPaw:Proper PID Controler for autopilot************
212 private bool m_moveToPositionInProgress; 219 private bool m_moveToPositionInProgress;
213 private Vector3 m_moveToPositionTarget; 220 private Vector3 m_moveToPositionTarget;
221 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
214 222
215 private bool m_followCamAuto; 223 private bool m_followCamAuto;
216 224
217 private int m_movementUpdateCount; 225 private int m_movementUpdateCount;
226 private int m_lastColCount = -1; //KF: Look for Collision chnages
227 private int m_updateCount = 0; //KF: Update Anims for a while
228 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
218 private const int NumMovementsBetweenRayCast = 5; 229 private const int NumMovementsBetweenRayCast = 5;
230 private List<uint> m_lastColliders = new List<uint>();
219 231
220 private bool CameraConstraintActive; 232 private bool CameraConstraintActive;
221 //private int m_moveToPositionStateStatus; 233 //private int m_moveToPositionStateStatus;
@@ -242,7 +254,9 @@ namespace OpenSim.Region.Framework.Scenes
242 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 254 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
243 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 255 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
244 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 256 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
245 DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 257 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
258 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
259 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
246 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 260 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
247 } 261 }
248 262
@@ -449,9 +463,18 @@ namespace OpenSim.Region.Framework.Scenes
449 get 463 get
450 { 464 {
451 PhysicsActor actor = m_physicsActor; 465 PhysicsActor actor = m_physicsActor;
452 if (actor != null) 466// if (actor != null)
467 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
453 m_pos = actor.Position; 468 m_pos = actor.Position;
454 469
470 // If we're sitting, we need to update our position
471 if (m_parentID != 0)
472 {
473 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
474 if (part != null)
475 m_parentPosition = part.AbsolutePosition;
476 }
477
455 return m_parentPosition + m_pos; 478 return m_parentPosition + m_pos;
456 } 479 }
457 set 480 set
@@ -470,7 +493,8 @@ namespace OpenSim.Region.Framework.Scenes
470 } 493 }
471 } 494 }
472 495
473 m_pos = value; 496 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
497 m_pos = value;
474 m_parentPosition = Vector3.Zero; 498 m_parentPosition = Vector3.Zero;
475 } 499 }
476 } 500 }
@@ -514,10 +538,39 @@ namespace OpenSim.Region.Framework.Scenes
514 } 538 }
515 } 539 }
516 540
541 public Quaternion OffsetRotation
542 {
543 get { return m_offsetRotation; }
544 set { m_offsetRotation = value; }
545 }
546
517 public Quaternion Rotation 547 public Quaternion Rotation
518 { 548 {
519 get { return m_bodyRot; } 549 get {
520 set { m_bodyRot = value; } 550 if (m_parentID != 0)
551 {
552 if (m_offsetRotation != null)
553 {
554 return m_offsetRotation;
555 }
556 else
557 {
558 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
559 }
560
561 }
562 else
563 {
564 return m_bodyRot;
565 }
566 }
567 set {
568 m_bodyRot = value;
569 if (m_parentID != 0)
570 {
571 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
572 }
573 }
521 } 574 }
522 575
523 public Quaternion PreviousRotation 576 public Quaternion PreviousRotation
@@ -542,11 +595,21 @@ namespace OpenSim.Region.Framework.Scenes
542 595
543 private uint m_parentID; 596 private uint m_parentID;
544 597
598
599 private UUID m_linkedPrim;
600
545 public uint ParentID 601 public uint ParentID
546 { 602 {
547 get { return m_parentID; } 603 get { return m_parentID; }
548 set { m_parentID = value; } 604 set { m_parentID = value; }
549 } 605 }
606
607 public UUID LinkedPrim
608 {
609 get { return m_linkedPrim; }
610 set { m_linkedPrim = value; }
611 }
612
550 public float Health 613 public float Health
551 { 614 {
552 get { return m_health; } 615 get { return m_health; }
@@ -668,7 +731,7 @@ namespace OpenSim.Region.Framework.Scenes
668 CreateSceneViewer(); 731 CreateSceneViewer();
669 m_animator = new ScenePresenceAnimator(this); 732 m_animator = new ScenePresenceAnimator(this);
670 } 733 }
671 734
672 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() 735 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
673 { 736 {
674 m_rootRegionHandle = reginfo.RegionHandle; 737 m_rootRegionHandle = reginfo.RegionHandle;
@@ -700,16 +763,16 @@ namespace OpenSim.Region.Framework.Scenes
700 m_reprioritization_timer.AutoReset = false; 763 m_reprioritization_timer.AutoReset = false;
701 764
702 AdjustKnownSeeds(); 765 AdjustKnownSeeds();
703
704 // TODO: I think, this won't send anything, as we are still a child here...
705 Animator.TrySetMovementAnimation("STAND"); 766 Animator.TrySetMovementAnimation("STAND");
706
707 // we created a new ScenePresence (a new child agent) in a fresh region. 767 // we created a new ScenePresence (a new child agent) in a fresh region.
708 // Request info about all the (root) agents in this region 768 // Request info about all the (root) agents in this region
709 // Note: This won't send data *to* other clients in that region (children don't send) 769 // Note: This won't send data *to* other clients in that region (children don't send)
710 SendInitialFullUpdateToAllClients(); 770 SendInitialFullUpdateToAllClients();
711
712 RegisterToEvents(); 771 RegisterToEvents();
772 if (m_controllingClient != null)
773 {
774 m_controllingClient.ProcessPendingPackets();
775 }
713 SetDirectionVectors(); 776 SetDirectionVectors();
714 } 777 }
715 778
@@ -759,25 +822,47 @@ namespace OpenSim.Region.Framework.Scenes
759 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 822 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
760 Dir_Vectors[4] = Vector3.UnitZ; //UP 823 Dir_Vectors[4] = Vector3.UnitZ; //UP
761 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 824 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
762 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 825 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
763 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 826 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
764 Dir_Vectors[7] = -Vector3.UnitX; //BACK 827 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
828 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
829 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
765 } 830 }
766 831
767 private Vector3[] GetWalkDirectionVectors() 832 private Vector3[] GetWalkDirectionVectors()
768 { 833 {
769 Vector3[] vector = new Vector3[9]; 834 Vector3[] vector = new Vector3[11];
770 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 835 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
771 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 836 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
772 vector[2] = Vector3.UnitY; //LEFT 837 vector[2] = Vector3.UnitY; //LEFT
773 vector[3] = -Vector3.UnitY; //RIGHT 838 vector[3] = -Vector3.UnitY; //RIGHT
774 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 839 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
775 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 840 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
776 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 841 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
777 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 842 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
778 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 843 vector[8] = Vector3.UnitY; //LEFT_NUDGE
844 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
845 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
779 return vector; 846 return vector;
780 } 847 }
848
849 private bool[] GetDirectionIsNudge()
850 {
851 bool[] isNudge = new bool[11];
852 isNudge[0] = false; //FORWARD
853 isNudge[1] = false; //BACK
854 isNudge[2] = false; //LEFT
855 isNudge[3] = false; //RIGHT
856 isNudge[4] = false; //UP
857 isNudge[5] = false; //DOWN
858 isNudge[6] = true; //FORWARD_NUDGE
859 isNudge[7] = true; //BACK_NUDGE
860 isNudge[8] = true; //LEFT_NUDGE
861 isNudge[9] = true; //RIGHT_NUDGE
862 isNudge[10] = true; //DOWN_Nudge
863 return isNudge;
864 }
865
781 866
782 #endregion 867 #endregion
783 868
@@ -839,6 +924,52 @@ namespace OpenSim.Region.Framework.Scenes
839 pos.Y = crossedBorder.BorderLine.Z - 1; 924 pos.Y = crossedBorder.BorderLine.Z - 1;
840 } 925 }
841 926
927 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
928 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
929 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
930 if (KnownChildRegionHandles.Count == 0)
931 {
932 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
933 if (land != null)
934 {
935 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
936 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && UserLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid)
937 {
938 pos = land.LandData.UserLocation;
939 }
940 }
941 }
942
943 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
944 {
945 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
946
947 if (pos.X < 0)
948 {
949 emergencyPos.X = (int)Constants.RegionSize + pos.X;
950 if (!(pos.Y < 0))
951 emergencyPos.Y = pos.Y;
952 if (!(pos.Z < 0))
953 emergencyPos.Z = pos.Z;
954 }
955 if (pos.Y < 0)
956 {
957 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
958 if (!(pos.X < 0))
959 emergencyPos.X = pos.X;
960 if (!(pos.Z < 0))
961 emergencyPos.Z = pos.Z;
962 }
963 if (pos.Z < 0)
964 {
965 emergencyPos.Z = 128;
966 if (!(pos.Y < 0))
967 emergencyPos.Y = pos.Y;
968 if (!(pos.X < 0))
969 emergencyPos.X = pos.X;
970 }
971 }
972
842 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 973 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
843 { 974 {
844 m_log.WarnFormat( 975 m_log.WarnFormat(
@@ -960,12 +1091,17 @@ namespace OpenSim.Region.Framework.Scenes
960 { 1091 {
961 if (PhysicsActor != null) 1092 if (PhysicsActor != null)
962 { 1093 {
963 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1094 try
964 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; 1095 {
965 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); 1096 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
966 m_physicsActor.UnSubscribeEvents(); 1097 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall;
967 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1098 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
968 PhysicsActor = null; 1099 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1100 m_physicsActor.UnSubscribeEvents();
1101 PhysicsActor = null;
1102 }
1103 catch
1104 { }
969 } 1105 }
970 } 1106 }
971 1107
@@ -976,9 +1112,10 @@ namespace OpenSim.Region.Framework.Scenes
976 public void Teleport(Vector3 pos) 1112 public void Teleport(Vector3 pos)
977 { 1113 {
978 bool isFlying = false; 1114 bool isFlying = false;
1115
979 if (m_physicsActor != null) 1116 if (m_physicsActor != null)
980 isFlying = m_physicsActor.Flying; 1117 isFlying = m_physicsActor.Flying;
981 1118
982 RemoveFromPhysicalScene(); 1119 RemoveFromPhysicalScene();
983 Velocity = Vector3.Zero; 1120 Velocity = Vector3.Zero;
984 AbsolutePosition = pos; 1121 AbsolutePosition = pos;
@@ -990,6 +1127,7 @@ namespace OpenSim.Region.Framework.Scenes
990 } 1127 }
991 1128
992 SendTerseUpdateToAllClients(); 1129 SendTerseUpdateToAllClients();
1130
993 } 1131 }
994 1132
995 public void TeleportWithMomentum(Vector3 pos) 1133 public void TeleportWithMomentum(Vector3 pos)
@@ -1103,7 +1241,6 @@ namespace OpenSim.Region.Framework.Scenes
1103 pos.Z = ground + 1.5f; 1241 pos.Z = ground + 1.5f;
1104 AbsolutePosition = pos; 1242 AbsolutePosition = pos;
1105 } 1243 }
1106
1107 m_isChildAgent = false; 1244 m_isChildAgent = false;
1108 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1245 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1109 MakeRootAgent(AbsolutePosition, m_flying); 1246 MakeRootAgent(AbsolutePosition, m_flying);
@@ -1202,6 +1339,7 @@ namespace OpenSim.Region.Framework.Scenes
1202 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); 1339 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1203 1340
1204 m_pos = m_LastFinitePos; 1341 m_pos = m_LastFinitePos;
1342
1205 if (!m_pos.IsFinite()) 1343 if (!m_pos.IsFinite())
1206 { 1344 {
1207 m_pos.X = 127f; 1345 m_pos.X = 127f;
@@ -1268,7 +1406,6 @@ namespace OpenSim.Region.Framework.Scenes
1268 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1406 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1269 } 1407 }
1270 } 1408 }
1271
1272 lock (scriptedcontrols) 1409 lock (scriptedcontrols)
1273 { 1410 {
1274 if (scriptedcontrols.Count > 0) 1411 if (scriptedcontrols.Count > 0)
@@ -1283,6 +1420,9 @@ namespace OpenSim.Region.Framework.Scenes
1283 1420
1284 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1421 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1285 { 1422 {
1423 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1424 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1425
1286 // TODO: This doesn't prevent the user from walking yet. 1426 // TODO: This doesn't prevent the user from walking yet.
1287 // Setting parent ID would fix this, if we knew what value 1427 // Setting parent ID would fix this, if we knew what value
1288 // to use. Or we could add a m_isSitting variable. 1428 // to use. Or we could add a m_isSitting variable.
@@ -1337,6 +1477,11 @@ namespace OpenSim.Region.Framework.Scenes
1337 update_rotation = true; 1477 update_rotation = true;
1338 } 1478 }
1339 1479
1480 //guilty until proven innocent..
1481 bool Nudging = true;
1482 //Basically, if there is at least one non-nudge control then we don't need
1483 //to worry about stopping the avatar
1484
1340 if (m_parentID == 0) 1485 if (m_parentID == 0)
1341 { 1486 {
1342 bool bAllowUpdateMoveToPosition = false; 1487 bool bAllowUpdateMoveToPosition = false;
@@ -1351,9 +1496,12 @@ namespace OpenSim.Region.Framework.Scenes
1351 else 1496 else
1352 dirVectors = Dir_Vectors; 1497 dirVectors = Dir_Vectors;
1353 1498
1354 // The fact that m_movementflag is a byte needs to be fixed 1499 bool[] isNudge = GetDirectionIsNudge();
1355 // it really should be a uint 1500
1356 uint nudgehack = 250; 1501
1502
1503
1504
1357 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1505 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1358 { 1506 {
1359 if (((uint)flags & (uint)DCF) != 0) 1507 if (((uint)flags & (uint)DCF) != 0)
@@ -1363,40 +1511,28 @@ namespace OpenSim.Region.Framework.Scenes
1363 try 1511 try
1364 { 1512 {
1365 agent_control_v3 += dirVectors[i]; 1513 agent_control_v3 += dirVectors[i];
1366 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1514 if (isNudge[i] == false)
1515 {
1516 Nudging = false;
1517 }
1367 } 1518 }
1368 catch (IndexOutOfRangeException) 1519 catch (IndexOutOfRangeException)
1369 { 1520 {
1370 // Why did I get this? 1521 // Why did I get this?
1371 } 1522 }
1372 1523
1373 if ((m_movementflag & (byte)(uint)DCF) == 0) 1524 if ((m_movementflag & (uint)DCF) == 0)
1374 { 1525 {
1375 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1376 {
1377 m_movementflag |= (byte)nudgehack;
1378 }
1379 m_movementflag += (byte)(uint)DCF; 1526 m_movementflag += (byte)(uint)DCF;
1380 update_movementflag = true; 1527 update_movementflag = true;
1381 } 1528 }
1382 } 1529 }
1383 else 1530 else
1384 { 1531 {
1385 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1532 if ((m_movementflag & (uint)DCF) != 0)
1386 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1387 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1388 ) // This or is for Nudge forward
1389 { 1533 {
1390 m_movementflag -= ((byte)(uint)DCF); 1534 m_movementflag -= (byte)(uint)DCF;
1391
1392 update_movementflag = true; 1535 update_movementflag = true;
1393 /*
1394 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1395 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1396 {
1397 m_log.Debug("Removed Hack flag");
1398 }
1399 */
1400 } 1536 }
1401 else 1537 else
1402 { 1538 {
@@ -1405,7 +1541,6 @@ namespace OpenSim.Region.Framework.Scenes
1405 } 1541 }
1406 i++; 1542 i++;
1407 } 1543 }
1408
1409 //Paupaw:Do Proper PID for Autopilot here 1544 //Paupaw:Do Proper PID for Autopilot here
1410 if (bResetMoveToPosition) 1545 if (bResetMoveToPosition)
1411 { 1546 {
@@ -1440,6 +1575,9 @@ namespace OpenSim.Region.Framework.Scenes
1440 // Ignore z component of vector 1575 // Ignore z component of vector
1441 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1576 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1442 LocalVectorToTarget2D.Normalize(); 1577 LocalVectorToTarget2D.Normalize();
1578
1579 //We're not nudging
1580 Nudging = false;
1443 agent_control_v3 += LocalVectorToTarget2D; 1581 agent_control_v3 += LocalVectorToTarget2D;
1444 1582
1445 // update avatar movement flags. the avatar coordinate system is as follows: 1583 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1528,13 +1666,13 @@ namespace OpenSim.Region.Framework.Scenes
1528 // m_log.DebugFormat( 1666 // m_log.DebugFormat(
1529 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1667 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1530 1668
1531 AddNewMovement(agent_control_v3, q); 1669 AddNewMovement(agent_control_v3, q, Nudging);
1532 1670
1533 1671
1534 } 1672 }
1535 } 1673 }
1536 1674
1537 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1675 if (update_movementflag && !SitGround)
1538 Animator.UpdateMovementAnimations(); 1676 Animator.UpdateMovementAnimations();
1539 1677
1540 m_scene.EventManager.TriggerOnClientMovement(this); 1678 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1549,7 +1687,6 @@ namespace OpenSim.Region.Framework.Scenes
1549 m_sitAtAutoTarget = false; 1687 m_sitAtAutoTarget = false;
1550 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1688 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1551 //proxy.PCode = (byte)PCode.ParticleSystem; 1689 //proxy.PCode = (byte)PCode.ParticleSystem;
1552
1553 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1690 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1554 proxyObjectGroup.AttachToScene(m_scene); 1691 proxyObjectGroup.AttachToScene(m_scene);
1555 1692
@@ -1591,7 +1728,7 @@ namespace OpenSim.Region.Framework.Scenes
1591 } 1728 }
1592 m_moveToPositionInProgress = true; 1729 m_moveToPositionInProgress = true;
1593 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1730 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1594 } 1731 }
1595 catch (Exception ex) 1732 catch (Exception ex)
1596 { 1733 {
1597 //Why did I get this error? 1734 //Why did I get this error?
@@ -1613,7 +1750,7 @@ namespace OpenSim.Region.Framework.Scenes
1613 Velocity = Vector3.Zero; 1750 Velocity = Vector3.Zero;
1614 SendFullUpdateToAllClients(); 1751 SendFullUpdateToAllClients();
1615 1752
1616 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1753 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1617 } 1754 }
1618 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1755 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1619 m_requestedSitTargetUUID = UUID.Zero; 1756 m_requestedSitTargetUUID = UUID.Zero;
@@ -1650,50 +1787,85 @@ namespace OpenSim.Region.Framework.Scenes
1650 1787
1651 if (m_parentID != 0) 1788 if (m_parentID != 0)
1652 { 1789 {
1653 m_log.Debug("StandupCode Executed"); 1790 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1654 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1655 if (part != null) 1791 if (part != null)
1656 { 1792 {
1793 part.TaskInventory.LockItemsForRead(true);
1657 TaskInventoryDictionary taskIDict = part.TaskInventory; 1794 TaskInventoryDictionary taskIDict = part.TaskInventory;
1658 if (taskIDict != null) 1795 if (taskIDict != null)
1659 { 1796 {
1660 lock (taskIDict) 1797 foreach (UUID taskID in taskIDict.Keys)
1661 { 1798 {
1662 foreach (UUID taskID in taskIDict.Keys) 1799 UnRegisterControlEventsToScript(LocalId, taskID);
1663 { 1800 taskIDict[taskID].PermsMask &= ~(
1664 UnRegisterControlEventsToScript(LocalId, taskID); 1801 2048 | //PERMISSION_CONTROL_CAMERA
1665 taskIDict[taskID].PermsMask &= ~( 1802 4); // PERMISSION_TAKE_CONTROLS
1666 2048 | //PERMISSION_CONTROL_CAMERA
1667 4); // PERMISSION_TAKE_CONTROLS
1668 }
1669 } 1803 }
1670
1671 } 1804 }
1805 part.TaskInventory.LockItemsForRead(false);
1672 // Reset sit target. 1806 // Reset sit target.
1673 if (part.GetAvatarOnSitTarget() == UUID) 1807 if (part.GetAvatarOnSitTarget() == UUID)
1674 part.SetAvatarOnSitTarget(UUID.Zero); 1808 part.SetAvatarOnSitTarget(UUID.Zero);
1675
1676 m_parentPosition = part.GetWorldPosition(); 1809 m_parentPosition = part.GetWorldPosition();
1677 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1810 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1678 } 1811 }
1812 // part.GetWorldRotation() is the rotation of the object being sat on
1813 // Rotation is the sittiing Av's rotation
1814
1815 Quaternion partRot;
1816// if (part.LinkNum == 1)
1817// { // Root prim of linkset
1818// partRot = part.ParentGroup.RootPart.RotationOffset;
1819// }
1820// else
1821// { // single or child prim
1822
1823// }
1824 if (part == null) //CW: Part may be gone. llDie() for example.
1825 {
1826 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1827 }
1828 else
1829 {
1830 partRot = part.GetWorldRotation();
1831 }
1832
1833 Quaternion partIRot = Quaternion.Inverse(partRot);
1834
1835 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1836 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1679 1837
1838
1680 if (m_physicsActor == null) 1839 if (m_physicsActor == null)
1681 { 1840 {
1682 AddToPhysicalScene(false); 1841 AddToPhysicalScene(false);
1683 } 1842 }
1684 1843 //CW: If the part isn't null then we can set the current position
1685 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1844 if (part != null)
1686 m_parentPosition = Vector3.Zero; 1845 {
1687 1846 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
1688 m_parentID = 0; 1847 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1848 part.IsOccupied = false;
1849 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
1850 }
1851 else
1852 {
1853 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1854 AbsolutePosition = m_lastWorldPosition;
1855 }
1856
1857 m_parentPosition = Vector3.Zero;
1858 m_parentID = 0;
1859 m_linkedPrim = UUID.Zero;
1860 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1689 SendFullUpdateToAllClients(); 1861 SendFullUpdateToAllClients();
1690 m_requestedSitTargetID = 0; 1862 m_requestedSitTargetID = 0;
1863
1691 if ((m_physicsActor != null) && (m_avHeight > 0)) 1864 if ((m_physicsActor != null) && (m_avHeight > 0))
1692 { 1865 {
1693 SetHeight(m_avHeight); 1866 SetHeight(m_avHeight);
1694 } 1867 }
1695 } 1868 }
1696
1697 Animator.TrySetMovementAnimation("STAND"); 1869 Animator.TrySetMovementAnimation("STAND");
1698 } 1870 }
1699 1871
@@ -1724,13 +1896,9 @@ namespace OpenSim.Region.Framework.Scenes
1724 Vector3 avSitOffSet = part.SitTargetPosition; 1896 Vector3 avSitOffSet = part.SitTargetPosition;
1725 Quaternion avSitOrientation = part.SitTargetOrientation; 1897 Quaternion avSitOrientation = part.SitTargetOrientation;
1726 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1898 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1727 1899 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1728 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1900 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1729 bool SitTargetisSet = 1901 if (SitTargetisSet && !SitTargetOccupied)
1730 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1731 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1732
1733 if (SitTargetisSet && SitTargetUnOccupied)
1734 { 1902 {
1735 //switch the target to this prim 1903 //switch the target to this prim
1736 return part; 1904 return part;
@@ -1744,84 +1912,164 @@ namespace OpenSim.Region.Framework.Scenes
1744 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1912 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1745 { 1913 {
1746 bool autopilot = true; 1914 bool autopilot = true;
1915 Vector3 autopilotTarget = new Vector3();
1916 Quaternion sitOrientation = Quaternion.Identity;
1747 Vector3 pos = new Vector3(); 1917 Vector3 pos = new Vector3();
1748 Quaternion sitOrientation = pSitOrientation;
1749 Vector3 cameraEyeOffset = Vector3.Zero; 1918 Vector3 cameraEyeOffset = Vector3.Zero;
1750 Vector3 cameraAtOffset = Vector3.Zero; 1919 Vector3 cameraAtOffset = Vector3.Zero;
1751 bool forceMouselook = false; 1920 bool forceMouselook = false;
1752 1921
1753 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1922 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1754 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1923 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1755 if (part != null) 1924 if (part == null) return;
1756 { 1925
1757 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1926 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1758 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1927 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1759 1928
1760 // Is a sit target available? 1929 // part is the prim to sit on
1761 Vector3 avSitOffSet = part.SitTargetPosition; 1930 // offset is the world-ref vector distance from that prim center to the click-spot
1762 Quaternion avSitOrientation = part.SitTargetOrientation; 1931 // UUID is the UUID of the Avatar doing the clicking
1763 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1932
1764 1933 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1765 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1934
1766 bool SitTargetisSet = 1935 // Is a sit target available?
1767 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1936 Vector3 avSitOffSet = part.SitTargetPosition;
1768 ( 1937 Quaternion avSitOrientation = part.SitTargetOrientation;
1769 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1938
1770 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1939 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1771 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1940 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1772 ) 1941 Quaternion partRot;
1773 )); 1942// if (part.LinkNum == 1)
1774 1943// { // Root prim of linkset
1775 if (SitTargetisSet && SitTargetUnOccupied) 1944// partRot = part.ParentGroup.RootPart.RotationOffset;
1776 { 1945// }
1777 part.SetAvatarOnSitTarget(UUID); 1946// else
1778 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1947// { // single or child prim
1779 sitOrientation = avSitOrientation; 1948 partRot = part.GetWorldRotation();
1780 autopilot = false; 1949// }
1781 } 1950 Quaternion partIRot = Quaternion.Inverse(partRot);
1782 1951//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1783 pos = part.AbsolutePosition + offset; 1952 // Sit analysis rewritten by KF 091125
1784 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1953 if (SitTargetisSet) // scipted sit
1785 //{ 1954 {
1786 // offset = pos; 1955 if (!part.IsOccupied)
1787 //autopilot = false; 1956 {
1788 //} 1957//Console.WriteLine("Scripted, unoccupied");
1789 if (m_physicsActor != null) 1958 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1790 { 1959 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1791 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1960
1792 // We can remove the physicsActor until they stand up. 1961 Quaternion nrot = avSitOrientation;
1793 m_sitAvatarHeight = m_physicsActor.Size.Z; 1962 if (!part.IsRoot)
1794
1795 if (autopilot)
1796 { 1963 {
1797 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1964 nrot = part.RotationOffset * avSitOrientation;
1798 {
1799 autopilot = false;
1800
1801 RemoveFromPhysicalScene();
1802 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
1803 }
1804 } 1965 }
1805 else 1966 sitOrientation = nrot; // Change rotatione to the scripted one
1967 OffsetRotation = nrot;
1968 autopilot = false; // Jump direct to scripted llSitPos()
1969 }
1970 else
1971 {
1972//Console.WriteLine("Scripted, occupied");
1973 return;
1974 }
1975 }
1976 else // Not Scripted
1977 {
1978 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1979 {
1980 // large prim & offset, ignore if other Avs sitting
1981// offset.Z -= 0.05f;
1982 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1983 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1984
1985//Console.WriteLine(" offset ={0}", offset);
1986//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1987//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1988
1989 }
1990 else // small offset
1991 {
1992//Console.WriteLine("Small offset");
1993 if (!part.IsOccupied)
1994 {
1995 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
1996 autopilotTarget = part.AbsolutePosition;
1997//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
1998 }
1999 else return; // occupied small
2000 } // end large/small
2001 } // end Scripted/not
2002 cameraAtOffset = part.GetCameraAtOffset();
2003 cameraEyeOffset = part.GetCameraEyeOffset();
2004 forceMouselook = part.GetForceMouselook();
2005 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
2006 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
2007
2008 if (m_physicsActor != null)
2009 {
2010 // If we're not using the client autopilot, we're immediately warping the avatar to the location
2011 // We can remove the physicsActor until they stand up.
2012 m_sitAvatarHeight = m_physicsActor.Size.Z;
2013 if (autopilot)
2014 { // its not a scripted sit
2015// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
2016 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) )
1806 { 2017 {
2018 autopilot = false; // close enough
2019 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2020 Not using the part's position because returning the AV to the last known standing
2021 position is likely to be more friendly, isn't it? */
1807 RemoveFromPhysicalScene(); 2022 RemoveFromPhysicalScene();
1808 } 2023 Velocity = Vector3.Zero;
2024 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
2025 } // else the autopilot will get us close
2026 }
2027 else
2028 { // its a scripted sit
2029 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2030 I *am* using the part's position this time because we have no real idea how far away
2031 the avatar is from the sit target. */
2032 RemoveFromPhysicalScene();
2033 Velocity = Vector3.Zero;
1809 } 2034 }
1810
1811 cameraAtOffset = part.GetCameraAtOffset();
1812 cameraEyeOffset = part.GetCameraEyeOffset();
1813 forceMouselook = part.GetForceMouselook();
1814 } 2035 }
1815 2036 else return; // physactor is null!
1816 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2037
1817 m_requestedSitTargetUUID = targetID; 2038 Vector3 offsetr; // = offset * partIRot;
2039 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2040 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2041 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2042 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2043 //offsetr = offset * partIRot;
2044//
2045 // else
2046 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2047 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2048 // (offset * partRot);
2049 // }
2050
2051//Console.WriteLine(" ");
2052//Console.WriteLine("link number ={0}", part.LinkNum);
2053//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2054//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2055//Console.WriteLine("Click offst ={0}", offset);
2056//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2057//Console.WriteLine("offsetr ={0}", offsetr);
2058//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2059//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2060
2061 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2062 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2063
2064 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1818 // This calls HandleAgentSit twice, once from here, and the client calls 2065 // This calls HandleAgentSit twice, once from here, and the client calls
1819 // HandleAgentSit itself after it gets to the location 2066 // HandleAgentSit itself after it gets to the location
1820 // It doesn't get to the location until we've moved them there though 2067 // It doesn't get to the location until we've moved them there though
1821 // which happens in HandleAgentSit :P 2068 // which happens in HandleAgentSit :P
1822 m_autopilotMoving = autopilot; 2069 m_autopilotMoving = autopilot;
1823 m_autoPilotTarget = pos; 2070 m_autoPilotTarget = autopilotTarget;
1824 m_sitAtAutoTarget = autopilot; 2071 m_sitAtAutoTarget = autopilot;
2072 m_initialSitTarget = autopilotTarget;
1825 if (!autopilot) 2073 if (!autopilot)
1826 HandleAgentSit(remoteClient, UUID); 2074 HandleAgentSit(remoteClient, UUID);
1827 } 2075 }
@@ -2116,47 +2364,130 @@ namespace OpenSim.Region.Framework.Scenes
2116 { 2364 {
2117 if (part != null) 2365 if (part != null)
2118 { 2366 {
2367//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2119 if (part.GetAvatarOnSitTarget() == UUID) 2368 if (part.GetAvatarOnSitTarget() == UUID)
2120 { 2369 {
2370//Console.WriteLine("Scripted Sit");
2371 // Scripted sit
2121 Vector3 sitTargetPos = part.SitTargetPosition; 2372 Vector3 sitTargetPos = part.SitTargetPosition;
2122 Quaternion sitTargetOrient = part.SitTargetOrientation; 2373 Quaternion sitTargetOrient = part.SitTargetOrientation;
2123
2124 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2125 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2126
2127 //Quaternion result = (sitTargetOrient * vq) * nq;
2128
2129 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2374 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2130 m_pos += SIT_TARGET_ADJUSTMENT; 2375 m_pos += SIT_TARGET_ADJUSTMENT;
2376 if (!part.IsRoot)
2377 {
2378 m_pos *= part.RotationOffset;
2379 }
2131 m_bodyRot = sitTargetOrient; 2380 m_bodyRot = sitTargetOrient;
2132 //Rotation = sitTargetOrient;
2133 m_parentPosition = part.AbsolutePosition; 2381 m_parentPosition = part.AbsolutePosition;
2134 2382 part.IsOccupied = true;
2135 //SendTerseUpdateToAllClients(); 2383 part.ParentGroup.AddAvatar(agentID);
2136 } 2384 }
2137 else 2385 else
2138 { 2386 {
2139 m_pos -= part.AbsolutePosition; 2387 // if m_avUnscriptedSitPos is zero then Av sits above center
2388 // Else Av sits at m_avUnscriptedSitPos
2389
2390 // Non-scripted sit by Kitto Flora 21Nov09
2391 // Calculate angle of line from prim to Av
2392 Quaternion partIRot;
2393// if (part.LinkNum == 1)
2394// { // Root prim of linkset
2395// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2396// }
2397// else
2398// { // single or child prim
2399 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2400// }
2401 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2402 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2403 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2404 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2405 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2406 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2407 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2408 // Av sits at world euler <0,0, z>, translated by part rotation
2409 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2410
2140 m_parentPosition = part.AbsolutePosition; 2411 m_parentPosition = part.AbsolutePosition;
2141 } 2412 part.IsOccupied = true;
2413 part.ParentGroup.AddAvatar(agentID);
2414 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2415 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2416 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2417 m_avUnscriptedSitPos; // adds click offset, if any
2418 //Set up raytrace to find top surface of prim
2419 Vector3 size = part.Scale;
2420 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2421 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2422 Vector3 down = new Vector3(0f, 0f, -1f);
2423//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2424 m_scene.PhysicsScene.RaycastWorld(
2425 start, // Vector3 position,
2426 down, // Vector3 direction,
2427 mag, // float length,
2428 SitAltitudeCallback); // retMethod
2429 } // end scripted/not
2142 } 2430 }
2143 else 2431 else // no Av
2144 { 2432 {
2145 return; 2433 return;
2146 } 2434 }
2147 } 2435 }
2148 m_parentID = m_requestedSitTargetID;
2149 2436
2437 //We want our offsets to reference the root prim, not the child we may have sat on
2438 if (!part.IsRoot)
2439 {
2440 m_parentID = part.ParentGroup.RootPart.LocalId;
2441 m_pos += part.OffsetPosition;
2442 }
2443 else
2444 {
2445 m_parentID = m_requestedSitTargetID;
2446 }
2447
2448 m_linkedPrim = part.UUID;
2449 if (part.GetAvatarOnSitTarget() != UUID)
2450 {
2451 m_offsetRotation = m_offsetRotation / part.RotationOffset;
2452 }
2150 Velocity = Vector3.Zero; 2453 Velocity = Vector3.Zero;
2151 RemoveFromPhysicalScene(); 2454 RemoveFromPhysicalScene();
2152
2153 Animator.TrySetMovementAnimation(sitAnimation); 2455 Animator.TrySetMovementAnimation(sitAnimation);
2154 SendFullUpdateToAllClients(); 2456 SendFullUpdateToAllClients();
2155 // This may seem stupid, but Our Full updates don't send avatar rotation :P 2457 SendTerseUpdateToAllClients();
2156 // So we're also sending a terse update (which has avatar rotation)
2157 // [Update] We do now.
2158 //SendTerseUpdateToAllClients();
2159 } 2458 }
2459
2460 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2461 {
2462 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2463 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2464 if(hitYN)
2465 {
2466 // m_pos = Av offset from prim center to make look like on center
2467 // m_parentPosition = Actual center pos of prim
2468 // collisionPoint = spot on prim where we want to sit
2469 // collisionPoint.Z = global sit surface height
2470 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2471 Quaternion partIRot;
2472// if (part.LinkNum == 1)
2473/// { // Root prim of linkset
2474// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2475// }
2476// else
2477// { // single or child prim
2478 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2479// }
2480 if (m_initialSitTarget != null)
2481 {
2482 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2483 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2484 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2485 m_pos += offset;
2486 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2487 }
2488
2489 }
2490 } // End SitAltitudeCallback KF.
2160 2491
2161 /// <summary> 2492 /// <summary>
2162 /// Event handler for the 'Always run' setting on the client 2493 /// Event handler for the 'Always run' setting on the client
@@ -2186,7 +2517,7 @@ namespace OpenSim.Region.Framework.Scenes
2186 /// </summary> 2517 /// </summary>
2187 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2518 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2188 /// <param name="rotation">The direction in which this avatar should now face. 2519 /// <param name="rotation">The direction in which this avatar should now face.
2189 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2520 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2190 { 2521 {
2191 if (m_isChildAgent) 2522 if (m_isChildAgent)
2192 { 2523 {
@@ -2227,10 +2558,11 @@ namespace OpenSim.Region.Framework.Scenes
2227 Rotation = rotation; 2558 Rotation = rotation;
2228 Vector3 direc = vec * rotation; 2559 Vector3 direc = vec * rotation;
2229 direc.Normalize(); 2560 direc.Normalize();
2561 PhysicsActor actor = m_physicsActor;
2562 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2230 2563
2231 direc *= 0.03f * 128f * m_speedModifier; 2564 direc *= 0.03f * 128f * m_speedModifier;
2232 2565
2233 PhysicsActor actor = m_physicsActor;
2234 if (actor != null) 2566 if (actor != null)
2235 { 2567 {
2236 if (actor.Flying) 2568 if (actor.Flying)
@@ -2252,18 +2584,25 @@ namespace OpenSim.Region.Framework.Scenes
2252 { 2584 {
2253 if (direc.Z > 2.0f) 2585 if (direc.Z > 2.0f)
2254 { 2586 {
2255 direc.Z *= 3.0f; 2587 if(m_animator.m_animTickJump == -1)
2256 2588 {
2257 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2589 direc.Z *= 3.0f; // jump
2258 Animator.TrySetMovementAnimation("PREJUMP"); 2590 }
2259 Animator.TrySetMovementAnimation("JUMP"); 2591 else
2592 {
2593 direc.Z *= 0.1f; // prejump
2594 }
2595 /* Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2596 Animator.TrySetMovementAnimation("PREJUMP");
2597 Animator.TrySetMovementAnimation("JUMP");
2598 */
2260 } 2599 }
2261 } 2600 }
2262 } 2601 }
2263 2602
2264 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2603 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2265 m_forceToApply = direc; 2604 m_forceToApply = direc;
2266 2605 m_isNudging = Nudging;
2267 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2606 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2268 } 2607 }
2269 2608
@@ -2278,7 +2617,7 @@ namespace OpenSim.Region.Framework.Scenes
2278 const float POSITION_TOLERANCE = 0.05f; 2617 const float POSITION_TOLERANCE = 0.05f;
2279 //const int TIME_MS_TOLERANCE = 3000; 2618 //const int TIME_MS_TOLERANCE = 3000;
2280 2619
2281 SendPrimUpdates(); 2620
2282 2621
2283 if (m_isChildAgent == false) 2622 if (m_isChildAgent == false)
2284 { 2623 {
@@ -2308,6 +2647,9 @@ namespace OpenSim.Region.Framework.Scenes
2308 CheckForBorderCrossing(); 2647 CheckForBorderCrossing();
2309 CheckForSignificantMovement(); // sends update to the modules. 2648 CheckForSignificantMovement(); // sends update to the modules.
2310 } 2649 }
2650
2651 //Sending prim updates AFTER the avatar terse updates are sent
2652 SendPrimUpdates();
2311 } 2653 }
2312 2654
2313 #endregion 2655 #endregion
@@ -3092,6 +3434,7 @@ namespace OpenSim.Region.Framework.Scenes
3092 m_callbackURI = cAgent.CallbackURI; 3434 m_callbackURI = cAgent.CallbackURI;
3093 3435
3094 m_pos = cAgent.Position; 3436 m_pos = cAgent.Position;
3437
3095 m_velocity = cAgent.Velocity; 3438 m_velocity = cAgent.Velocity;
3096 m_CameraCenter = cAgent.Center; 3439 m_CameraCenter = cAgent.Center;
3097 //m_avHeight = cAgent.Size.Z; 3440 //m_avHeight = cAgent.Size.Z;
@@ -3202,14 +3545,25 @@ namespace OpenSim.Region.Framework.Scenes
3202 { 3545 {
3203 if (m_forceToApply.HasValue) 3546 if (m_forceToApply.HasValue)
3204 { 3547 {
3205 Vector3 force = m_forceToApply.Value;
3206 3548
3549 Vector3 force = m_forceToApply.Value;
3207 m_updateflag = true; 3550 m_updateflag = true;
3208// movementvector = force;
3209 Velocity = force; 3551 Velocity = force;
3210 3552
3211 m_forceToApply = null; 3553 m_forceToApply = null;
3212 } 3554 }
3555 else
3556 {
3557 if (m_isNudging)
3558 {
3559 Vector3 force = Vector3.Zero;
3560
3561 m_updateflag = true;
3562 Velocity = force;
3563 m_isNudging = false;
3564 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3565 }
3566 }
3213 } 3567 }
3214 3568
3215 /// <summary> 3569 /// <summary>
@@ -3255,18 +3609,29 @@ namespace OpenSim.Region.Framework.Scenes
3255 { 3609 {
3256 if (e == null) 3610 if (e == null)
3257 return; 3611 return;
3258 3612
3259 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3613 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3260 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3261 // as of this comment the interval is set in AddToPhysicalScene 3614 // as of this comment the interval is set in AddToPhysicalScene
3262 if (Animator!=null) 3615 if (Animator!=null)
3263 Animator.UpdateMovementAnimations(); 3616 {
3617 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3618 { // else its will lock out other animation changes, like ground sit.
3619 Animator.UpdateMovementAnimations();
3620 m_updateCount--;
3621 }
3622 }
3264 3623
3265 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3624 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3266 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3625 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3267 3626
3268 CollisionPlane = Vector4.UnitW; 3627 CollisionPlane = Vector4.UnitW;
3269 3628
3629 if (m_lastColCount != coldata.Count)
3630 {
3631 m_updateCount = UPDATE_COUNT;
3632 m_lastColCount = coldata.Count;
3633 }
3634
3270 if (coldata.Count != 0 && Animator != null) 3635 if (coldata.Count != 0 && Animator != null)
3271 { 3636 {
3272 switch (Animator.CurrentMovementAnimation) 3637 switch (Animator.CurrentMovementAnimation)
@@ -3296,6 +3661,148 @@ namespace OpenSim.Region.Framework.Scenes
3296 } 3661 }
3297 } 3662 }
3298 3663
3664 List<uint> thisHitColliders = new List<uint>();
3665 List<uint> endedColliders = new List<uint>();
3666 List<uint> startedColliders = new List<uint>();
3667
3668 foreach (uint localid in coldata.Keys)
3669 {
3670 thisHitColliders.Add(localid);
3671 if (!m_lastColliders.Contains(localid))
3672 {
3673 startedColliders.Add(localid);
3674 }
3675 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3676 }
3677
3678 // calculate things that ended colliding
3679 foreach (uint localID in m_lastColliders)
3680 {
3681 if (!thisHitColliders.Contains(localID))
3682 {
3683 endedColliders.Add(localID);
3684 }
3685 }
3686 //add the items that started colliding this time to the last colliders list.
3687 foreach (uint localID in startedColliders)
3688 {
3689 m_lastColliders.Add(localID);
3690 }
3691 // remove things that ended colliding from the last colliders list
3692 foreach (uint localID in endedColliders)
3693 {
3694 m_lastColliders.Remove(localID);
3695 }
3696
3697 // do event notification
3698 if (startedColliders.Count > 0)
3699 {
3700 ColliderArgs StartCollidingMessage = new ColliderArgs();
3701 List<DetectedObject> colliding = new List<DetectedObject>();
3702 foreach (uint localId in startedColliders)
3703 {
3704 if (localId == 0)
3705 continue;
3706
3707 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3708 string data = "";
3709 if (obj != null)
3710 {
3711 DetectedObject detobj = new DetectedObject();
3712 detobj.keyUUID = obj.UUID;
3713 detobj.nameStr = obj.Name;
3714 detobj.ownerUUID = obj.OwnerID;
3715 detobj.posVector = obj.AbsolutePosition;
3716 detobj.rotQuat = obj.GetWorldRotation();
3717 detobj.velVector = obj.Velocity;
3718 detobj.colliderType = 0;
3719 detobj.groupUUID = obj.GroupID;
3720 colliding.Add(detobj);
3721 }
3722 }
3723
3724 if (colliding.Count > 0)
3725 {
3726 StartCollidingMessage.Colliders = colliding;
3727
3728 foreach (SceneObjectGroup att in Attachments)
3729 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3730 }
3731 }
3732
3733 if (endedColliders.Count > 0)
3734 {
3735 ColliderArgs EndCollidingMessage = new ColliderArgs();
3736 List<DetectedObject> colliding = new List<DetectedObject>();
3737 foreach (uint localId in endedColliders)
3738 {
3739 if (localId == 0)
3740 continue;
3741
3742 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3743 string data = "";
3744 if (obj != null)
3745 {
3746 DetectedObject detobj = new DetectedObject();
3747 detobj.keyUUID = obj.UUID;
3748 detobj.nameStr = obj.Name;
3749 detobj.ownerUUID = obj.OwnerID;
3750 detobj.posVector = obj.AbsolutePosition;
3751 detobj.rotQuat = obj.GetWorldRotation();
3752 detobj.velVector = obj.Velocity;
3753 detobj.colliderType = 0;
3754 detobj.groupUUID = obj.GroupID;
3755 colliding.Add(detobj);
3756 }
3757 }
3758
3759 if (colliding.Count > 0)
3760 {
3761 EndCollidingMessage.Colliders = colliding;
3762
3763 foreach (SceneObjectGroup att in Attachments)
3764 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3765 }
3766 }
3767
3768 if (thisHitColliders.Count > 0)
3769 {
3770 ColliderArgs CollidingMessage = new ColliderArgs();
3771 List<DetectedObject> colliding = new List<DetectedObject>();
3772 foreach (uint localId in thisHitColliders)
3773 {
3774 if (localId == 0)
3775 continue;
3776
3777 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3778 string data = "";
3779 if (obj != null)
3780 {
3781 DetectedObject detobj = new DetectedObject();
3782 detobj.keyUUID = obj.UUID;
3783 detobj.nameStr = obj.Name;
3784 detobj.ownerUUID = obj.OwnerID;
3785 detobj.posVector = obj.AbsolutePosition;
3786 detobj.rotQuat = obj.GetWorldRotation();
3787 detobj.velVector = obj.Velocity;
3788 detobj.colliderType = 0;
3789 detobj.groupUUID = obj.GroupID;
3790 colliding.Add(detobj);
3791 }
3792 }
3793
3794 if (colliding.Count > 0)
3795 {
3796 CollidingMessage.Colliders = colliding;
3797
3798 lock (m_attachments)
3799 {
3800 foreach (SceneObjectGroup att in m_attachments)
3801 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3802 }
3803 }
3804 }
3805
3299 if (m_invulnerable) 3806 if (m_invulnerable)
3300 return; 3807 return;
3301 3808
@@ -3470,7 +3977,10 @@ namespace OpenSim.Region.Framework.Scenes
3470 m_scene = scene; 3977 m_scene = scene;
3471 3978
3472 RegisterToEvents(); 3979 RegisterToEvents();
3473 3980 if (m_controllingClient != null)
3981 {
3982 m_controllingClient.ProcessPendingPackets();
3983 }
3474 /* 3984 /*
3475 AbsolutePosition = client.StartPos; 3985 AbsolutePosition = client.StartPos;
3476 3986
@@ -3700,6 +4210,39 @@ namespace OpenSim.Region.Framework.Scenes
3700 return; 4210 return;
3701 } 4211 }
3702 4212
4213 XmlDocument doc = new XmlDocument();
4214 string stateData = String.Empty;
4215
4216 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
4217 if (attServ != null)
4218 {
4219 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4220 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4221 if (stateData != String.Empty)
4222 {
4223 try
4224 {
4225 doc.LoadXml(stateData);
4226 }
4227 catch { }
4228 }
4229 }
4230
4231 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4232
4233 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4234 if (nodes.Count > 0)
4235 {
4236 foreach (XmlNode n in nodes)
4237 {
4238 XmlElement elem = (XmlElement)n;
4239 string itemID = elem.GetAttribute("ItemID");
4240 string xml = elem.InnerXml;
4241
4242 itemData[new UUID(itemID)] = xml;
4243 }
4244 }
4245
3703 List<int> attPoints = m_appearance.GetAttachedPoints(); 4246 List<int> attPoints = m_appearance.GetAttachedPoints();
3704 foreach (int p in attPoints) 4247 foreach (int p in attPoints)
3705 { 4248 {
@@ -3719,9 +4262,26 @@ namespace OpenSim.Region.Framework.Scenes
3719 4262
3720 try 4263 try
3721 { 4264 {
3722 // Rez from inventory 4265 string xmlData;
3723 UUID asset 4266 XmlDocument d = new XmlDocument();
3724 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); 4267 UUID asset;
4268 if (itemData.TryGetValue(itemID, out xmlData))
4269 {
4270 d.LoadXml(xmlData);
4271 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4272
4273 // Rez from inventory
4274 asset
4275 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4276
4277 }
4278 else
4279 {
4280 // Rez from inventory (with a null doc to let
4281 // CHANGED_OWNER happen)
4282 asset
4283 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4284 }
3725 4285
3726 m_log.InfoFormat( 4286 m_log.InfoFormat(
3727 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})", 4287 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})",
@@ -3758,5 +4318,16 @@ namespace OpenSim.Region.Framework.Scenes
3758 m_reprioritization_called = false; 4318 m_reprioritization_called = false;
3759 } 4319 }
3760 } 4320 }
4321
4322 private Vector3 Quat2Euler(Quaternion rot){
4323 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4324 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4325 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4326 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4327 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4328 return(new Vector3(x,y,z));
4329 }
4330
4331
3761 } 4332 }
3762} 4333}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 5bdaa17..77e477f 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -105,7 +105,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
105 sceneObject.AddPart(part); 105 sceneObject.AddPart(part);
106 part.LinkNum = linkNum; 106 part.LinkNum = linkNum;
107 part.TrimPermissions(); 107 part.TrimPermissions();
108 part.StoreUndoState(); 108 part.StoreUndoState(UndoType.STATE_ALL);
109 reader.Close(); 109 reader.Close();
110 sr.Close(); 110 sr.Close();
111 } 111 }
@@ -231,7 +231,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
231 if (originalLinkNum != 0) 231 if (originalLinkNum != 0)
232 part.LinkNum = originalLinkNum; 232 part.LinkNum = originalLinkNum;
233 233
234 part.StoreUndoState(); 234 part.StoreUndoState(UndoType.STATE_ALL);
235 reader.Close(); 235 reader.Close();
236 sr.Close(); 236 sr.Close();
237 } 237 }
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 55e407e..f71b507 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,48 +27,125 @@
27 27
28using OpenMetaverse; 28using OpenMetaverse;
29using OpenSim.Region.Framework.Interfaces; 29using OpenSim.Region.Framework.Interfaces;
30using System;
30 31
31namespace OpenSim.Region.Framework.Scenes 32namespace OpenSim.Region.Framework.Scenes
32{ 33{
34 [Flags]
35 public enum UndoType
36 {
37 STATE_PRIM_POSITION = 1,
38 STATE_PRIM_ROTATION = 2,
39 STATE_PRIM_SCALE = 4,
40 STATE_PRIM_ALL = 7,
41 STATE_GROUP_POSITION = 8,
42 STATE_GROUP_ROTATION = 16,
43 STATE_GROUP_SCALE = 32,
44 STATE_GROUP_ALL = 56,
45 STATE_ALL = 63
46 }
47
33 public class UndoState 48 public class UndoState
34 { 49 {
35 public Vector3 Position = Vector3.Zero; 50 public Vector3 Position = Vector3.Zero;
36 public Vector3 Scale = Vector3.Zero; 51 public Vector3 Scale = Vector3.Zero;
37 public Quaternion Rotation = Quaternion.Identity; 52 public Quaternion Rotation = Quaternion.Identity;
53 public Vector3 GroupPosition = Vector3.Zero;
54 public Quaternion GroupRotation = Quaternion.Identity;
55 public Vector3 GroupScale = Vector3.Zero;
56 public DateTime LastUpdated = DateTime.Now;
57 public UndoType Type;
38 58
39 public UndoState(SceneObjectPart part) 59 public UndoState(SceneObjectPart part, UndoType type)
40 { 60 {
61 Type = type;
41 if (part != null) 62 if (part != null)
42 { 63 {
43 if (part.ParentID == 0) 64 if (part.ParentID == 0)
44 { 65 {
45 Position = part.ParentGroup.AbsolutePosition; 66 GroupScale = part.ParentGroup.RootPart.Shape.Scale;
67
68 //FUBAR WARNING: Do NOT get the group's absoluteposition here
69 //or you'll experience a loop and/or a stack issue
70 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
71 GroupRotation = part.ParentGroup.GroupRotation;
72 Position = part.ParentGroup.RootPart.AbsolutePosition;
46 Rotation = part.RotationOffset; 73 Rotation = part.RotationOffset;
47 Scale = part.Shape.Scale; 74 Scale = part.Shape.Scale;
75 LastUpdated = DateTime.Now;
48 } 76 }
49 else 77 else
50 { 78 {
79 GroupScale = part.Shape.Scale;
80
81 //FUBAR WARNING: Do NOT get the group's absoluteposition here
82 //or you'll experience a loop and/or a stack issue
83 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
84 GroupRotation = part.ParentGroup.Rotation;
51 Position = part.OffsetPosition; 85 Position = part.OffsetPosition;
52 Rotation = part.RotationOffset; 86 Rotation = part.RotationOffset;
53 Scale = part.Shape.Scale; 87 Scale = part.Shape.Scale;
88 LastUpdated = DateTime.Now;
54 } 89 }
55 } 90 }
56 } 91 }
57 92 public void Merge(UndoState last)
93 {
94 if ((Type & UndoType.STATE_GROUP_POSITION) == 0 || ((last.Type & UndoType.STATE_GROUP_POSITION) >= (Type & UndoType.STATE_GROUP_POSITION)))
95 {
96 GroupPosition = last.GroupPosition;
97 Position = last.Position;
98 }
99 if ((Type & UndoType.STATE_GROUP_SCALE) == 0 || ((last.Type & UndoType.STATE_GROUP_SCALE) >= (Type & UndoType.STATE_GROUP_SCALE)))
100 {
101 GroupScale = last.GroupScale;
102 Scale = last.Scale;
103 }
104 if ((Type & UndoType.STATE_GROUP_ROTATION) == 0 || ((last.Type & UndoType.STATE_GROUP_ROTATION) >= (Type & UndoType.STATE_GROUP_ROTATION)))
105 {
106 GroupRotation = last.GroupRotation;
107 Rotation = last.Rotation;
108 }
109 if ((Type & UndoType.STATE_PRIM_POSITION) == 0 || ((last.Type & UndoType.STATE_PRIM_POSITION) >= (Type & UndoType.STATE_PRIM_POSITION)))
110 {
111 Position = last.Position;
112 }
113 if ((Type & UndoType.STATE_PRIM_SCALE) == 0 || ((last.Type & UndoType.STATE_PRIM_SCALE) >= (Type & UndoType.STATE_PRIM_SCALE)))
114 {
115 Scale = last.Scale;
116 }
117 if ((Type & UndoType.STATE_PRIM_ROTATION) == 0 || ((last.Type & UndoType.STATE_PRIM_ROTATION) >= (Type & UndoType.STATE_PRIM_ROTATION)))
118 {
119 Rotation = last.Rotation;
120 }
121 Type = Type | last.Type;
122 }
123 public bool Compare(UndoState undo)
124 {
125 if (undo == null || Position == null) return false;
126 if (undo.Position == Position && undo.Rotation == Rotation && undo.Scale == Scale && undo.GroupPosition == GroupPosition && undo.GroupScale == GroupScale && undo.GroupRotation == GroupRotation)
127 {
128 return true;
129 }
130 else
131 {
132 return false;
133 }
134 }
58 public bool Compare(SceneObjectPart part) 135 public bool Compare(SceneObjectPart part)
59 { 136 {
60 if (part != null) 137 if (part != null)
61 { 138 {
62 if (part.ParentID == 0) 139 if (part.ParentID == 0)
63 { 140 {
64 if (Position == part.ParentGroup.AbsolutePosition && Rotation == part.ParentGroup.Rotation) 141 if (Position == part.ParentGroup.RootPart.AbsolutePosition && Rotation == part.ParentGroup.Rotation && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
65 return true; 142 return true;
66 else 143 else
67 return false; 144 return false;
68 } 145 }
69 else 146 else
70 { 147 {
71 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale) 148 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
72 return true; 149 return true;
73 else 150 else
74 return false; 151 return false;
@@ -78,62 +155,70 @@ namespace OpenSim.Region.Framework.Scenes
78 return false; 155 return false;
79 } 156 }
80 157
81 public void PlaybackState(SceneObjectPart part) 158 private void RestoreState(SceneObjectPart part)
82 { 159 {
160 bool GroupChange = false;
161 if ((Type & UndoType.STATE_GROUP_POSITION) != 0
162 || (Type & UndoType.STATE_GROUP_ROTATION) != 0
163 || (Type & UndoType.STATE_GROUP_SCALE) != 0)
164 {
165 GroupChange = true;
166 }
167
83 if (part != null) 168 if (part != null)
84 { 169 {
85 part.Undoing = true; 170 part.Undoing = true;
86 171
87 if (part.ParentID == 0) 172 if (part.ParentID == 0 && GroupChange == false)
88 { 173 {
89 if (Position != Vector3.Zero) 174 if (Position != Vector3.Zero)
90 part.ParentGroup.AbsolutePosition = Position; 175
91 part.RotationOffset = Rotation; 176 part.ParentGroup.UpdateSinglePosition(Position, part.LocalId);
177 part.ParentGroup.UpdateSingleRotation(Rotation, part.LocalId);
92 if (Scale != Vector3.Zero) 178 if (Scale != Vector3.Zero)
93 part.Resize(Scale); 179 part.Resize(Scale);
94 part.ParentGroup.ScheduleGroupForTerseUpdate(); 180 part.ParentGroup.ScheduleGroupForTerseUpdate();
95 } 181 }
96 else 182 else
97 { 183 {
98 if (Position != Vector3.Zero) 184 if (GroupChange)
99 part.OffsetPosition = Position; 185 {
100 part.UpdateRotation(Rotation); 186 part.ParentGroup.RootPart.Undoing = true;
101 if (Scale != Vector3.Zero) 187 if (GroupPosition != Vector3.Zero)
102 part.Resize(Scale); part.ScheduleTerseUpdate(); 188 {
189 //Calculate the scale...
190 Vector3 gs = part.Shape.Scale;
191 float scale = GroupScale.Z / gs.Z;
192
193 //Scale first since it can affect our position
194 part.ParentGroup.GroupResize(gs * scale, part.LocalId);
195 part.ParentGroup.AbsolutePosition = GroupPosition;
196 part.ParentGroup.UpdateGroupRotationR(GroupRotation);
197
198 }
199 part.ParentGroup.RootPart.Undoing = false;
200 }
201 else
202 {
203 if (Position != Vector3.Zero) //We can use this for all the updates since all are set
204 {
205 part.OffsetPosition = Position;
206 part.UpdateRotation(Rotation);
207 part.Resize(Scale); part.ScheduleTerseUpdate();
208 }
209 }
103 } 210 }
104 part.Undoing = false; 211 part.Undoing = false;
105 212
106 } 213 }
107 } 214 }
215 public void PlaybackState(SceneObjectPart part)
216 {
217 RestoreState(part);
218 }
108 public void PlayfwdState(SceneObjectPart part) 219 public void PlayfwdState(SceneObjectPart part)
109 { 220 {
110 if (part != null) 221 RestoreState(part);
111 {
112 part.Undoing = true;
113
114 if (part.ParentID == 0)
115 {
116 if (Position != Vector3.Zero)
117 part.ParentGroup.AbsolutePosition = Position;
118 if (Rotation != Quaternion.Identity)
119 part.UpdateRotation(Rotation);
120 if (Scale != Vector3.Zero)
121 part.Resize(Scale);
122 part.ParentGroup.ScheduleGroupForTerseUpdate();
123 }
124 else
125 {
126 if (Position != Vector3.Zero)
127 part.OffsetPosition = Position;
128 if (Rotation != Quaternion.Identity)
129 part.UpdateRotation(Rotation);
130 if (Scale != Vector3.Zero)
131 part.Resize(Scale);
132 part.ScheduleTerseUpdate();
133 }
134 part.Undoing = false;
135
136 }
137 } 222 }
138 } 223 }
139 public class LandUndoState 224 public class LandUndoState
@@ -161,3 +246,4 @@ namespace OpenSim.Region.Framework.Scenes
161 } 246 }
162 } 247 }
163} 248}
249
diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
index 6793ef6..b98aabe 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -815,6 +815,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
815 public event ObjectOwner OnObjectOwner; 815 public event ObjectOwner OnObjectOwner;
816 public event DirPlacesQuery OnDirPlacesQuery; 816 public event DirPlacesQuery OnDirPlacesQuery;
817 public event DirFindQuery OnDirFindQuery; 817 public event DirFindQuery OnDirFindQuery;
818 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
818 public event DirLandQuery OnDirLandQuery; 819 public event DirLandQuery OnDirLandQuery;
819 public event DirPopularQuery OnDirPopularQuery; 820 public event DirPopularQuery OnDirPopularQuery;
820 public event DirClassifiedQuery OnDirClassifiedQuery; 821 public event DirClassifiedQuery OnDirClassifiedQuery;
@@ -878,6 +879,10 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
878 879
879 } 880 }
880 881
882 public void ProcessPendingPackets()
883 {
884 }
885
881 public void ProcessInPacket(Packet NewPack) 886 public void ProcessInPacket(Packet NewPack)
882 { 887 {
883 888
@@ -885,6 +890,11 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
885 890
886 public void Close() 891 public void Close()
887 { 892 {
893 Close(true);
894 }
895
896 public void Close(bool sendStop)
897 {
888 Disconnect(); 898 Disconnect();
889 } 899 }
890 900
diff --git a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
index 32659c8..11c87f8 100644
--- a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
@@ -42,17 +42,22 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcRouterModule
42 public class XmlRpcRouter : IRegionModule, IXmlRpcRouter 42 public class XmlRpcRouter : IRegionModule, IXmlRpcRouter
43 { 43 {
44 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 44 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
45 45 private bool m_enabled = false;
46 public void Initialise(Scene scene, IConfigSource config) 46 public void Initialise(Scene scene, IConfigSource config)
47 { 47 {
48 IConfig startupConfig = config.Configs["Startup"]; 48 IConfig startupConfig = config.Configs["XMLRPC"];
49 if (startupConfig == null) 49 if (startupConfig == null)
50 return; 50 return;
51 51
52 if (startupConfig.GetString("XmlRpcRouterModule", 52 if (startupConfig.GetString("XmlRpcRouterModule",
53 "XmlRpcRouterModule") == "XmlRpcRouterModule") 53 "") == "XmlRpcRouterModule")
54 { 54 {
55 scene.RegisterModuleInterface<IXmlRpcRouter>(this); 55 scene.RegisterModuleInterface<IXmlRpcRouter>(this);
56 m_enabled = true;
57 }
58 else
59 {
60 m_enabled = false;
56 } 61 }
57 } 62 }
58 63
@@ -76,7 +81,10 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcRouterModule
76 81
77 public void RegisterNewReceiver(IScriptModule scriptEngine, UUID channel, UUID objectID, UUID itemID, string uri) 82 public void RegisterNewReceiver(IScriptModule scriptEngine, UUID channel, UUID objectID, UUID itemID, string uri)
78 { 83 {
79 scriptEngine.PostScriptEvent(itemID, "xmlrpc_uri", new Object[] {uri}); 84 if (m_enabled)
85 {
86 scriptEngine.PostScriptEvent(itemID, "xmlrpc_uri", new Object[] { uri });
87 }
80 } 88 }
81 89
82 public void ScriptRemoved(UUID itemID) 90 public void ScriptRemoved(UUID itemID)
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
index fae12b6..1653ecb 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -156,7 +156,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
156#pragma warning disable 67 156#pragma warning disable 67
157 public event Action<IClientAPI> OnLogout; 157 public event Action<IClientAPI> OnLogout;
158 public event ObjectPermissions OnObjectPermissions; 158 public event ObjectPermissions OnObjectPermissions;
159 159 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
160 public event MoneyTransferRequest OnMoneyTransferRequest; 160 public event MoneyTransferRequest OnMoneyTransferRequest;
161 public event ParcelBuy OnParcelBuy; 161 public event ParcelBuy OnParcelBuy;
162 public event Action<IClientAPI> OnConnectionClosed; 162 public event Action<IClientAPI> OnConnectionClosed;
@@ -836,12 +836,21 @@ namespace OpenSim.Region.OptionalModules.World.NPC
836 { 836 {
837 } 837 }
838 838
839 public void ProcessPendingPackets()
840 {
841 }
842
839 public void ProcessInPacket(Packet NewPack) 843 public void ProcessInPacket(Packet NewPack)
840 { 844 {
841 } 845 }
842 846
843 public void Close() 847 public void Close()
844 { 848 {
849 Close(true);
850 }
851
852 public void Close(bool sendStop)
853 {
845 } 854 }
846 855
847 public void Start() 856 public void Start()
diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
index ac4e2b9..f13c323 100644
--- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
+++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
@@ -624,8 +624,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
624 { 624 {
625 set { return; } 625 set { return; }
626 } 626 }
627 627
628
629 public override Quaternion APIDTarget 628 public override Quaternion APIDTarget
630 { 629 {
631 set { return; } 630 set { return; }
diff --git a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
index e2a6a2e..f4245b6 100644
--- a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
+++ b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
@@ -996,7 +996,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
996 { 996 {
997 997
998 } 998 }
999 999
1000 public override void VehicleFlags(int param, bool remove) 1000 public override void VehicleFlags(int param, bool remove)
1001 { 1001 {
1002 1002
diff --git a/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
new file mode 100644
index 0000000..d65929a
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
@@ -0,0 +1,58 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Reflection;
29using System.Runtime.InteropServices;
30
31// Information about this assembly is defined by the following
32// attributes.
33//
34// change them to the information which is associated with the assembly
35// you compile.
36
37[assembly : AssemblyTitle("OdePlugin")]
38[assembly : AssemblyDescription("")]
39[assembly : AssemblyConfiguration("")]
40[assembly : AssemblyCompany("http://opensimulator.org")]
41[assembly : AssemblyProduct("OdePlugin")]
42[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
43[assembly : AssemblyTrademark("")]
44[assembly : AssemblyCulture("")]
45
46// This sets the default COM visibility of types in the assembly to invisible.
47// If you need to expose a type to COM, use [ComVisible(true)] on that type.
48
49[assembly : ComVisible(false)]
50
51// The assembly version has following format :
52//
53// Major.Minor.Build.Revision
54//
55// You can specify all values by your own or you can build default build and revision
56// numbers with the '*' character (the default):
57
58[assembly : AssemblyVersion("0.6.5.*")]
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
new file mode 100644
index 0000000..61c16b8
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -0,0 +1,1421 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using OpenMetaverse;
32using Ode.NET;
33using OpenSim.Framework;
34using OpenSim.Region.Physics.Manager;
35using log4net;
36
37namespace OpenSim.Region.Physics.OdePlugin
38{
39 /// <summary>
40 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
41 /// </summary>
42
43 public enum dParam : int
44 {
45 LowStop = 0,
46 HiStop = 1,
47 Vel = 2,
48 FMax = 3,
49 FudgeFactor = 4,
50 Bounce = 5,
51 CFM = 6,
52 StopERP = 7,
53 StopCFM = 8,
54 LoStop2 = 256,
55 HiStop2 = 257,
56 Vel2 = 258,
57 FMax2 = 259,
58 StopERP2 = 7 + 256,
59 StopCFM2 = 8 + 256,
60 LoStop3 = 512,
61 HiStop3 = 513,
62 Vel3 = 514,
63 FMax3 = 515,
64 StopERP3 = 7 + 512,
65 StopCFM3 = 8 + 512
66 }
67 public class OdeCharacter : PhysicsActor
68 {
69 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
70
71 private Vector3 _position;
72 private d.Vector3 _zeroPosition;
73 // private d.Matrix3 m_StandUpRotation;
74 private bool _zeroFlag = false;
75 private bool m_lastUpdateSent = false;
76 private Vector3 _velocity;
77 private Vector3 _target_velocity;
78 private Vector3 _acceleration;
79 private Vector3 m_rotationalVelocity;
80 private float m_mass = 80f;
81 public float m_density = 60f;
82 private bool m_pidControllerActive = true;
83 public float PID_D = 800.0f;
84 public float PID_P = 900.0f;
85 //private static float POSTURE_SERVO = 10000.0f;
86 public float CAPSULE_RADIUS = 0.37f;
87 public float CAPSULE_LENGTH = 2.140599f;
88 public float m_tensor = 3800000f;
89 public float heightFudgeFactor = 0.52f;
90 public float walkDivisor = 1.3f;
91 public float runDivisor = 0.8f;
92 private bool flying = false;
93 private bool m_iscolliding = false;
94 private bool m_iscollidingGround = false;
95 private bool m_wascolliding = false;
96 private bool m_wascollidingGround = false;
97 private bool m_iscollidingObj = false;
98 private bool m_alwaysRun = false;
99 private bool m_hackSentFall = false;
100 private bool m_hackSentFly = false;
101 private int m_requestedUpdateFrequency = 0;
102 private Vector3 m_taintPosition = Vector3.Zero;
103 public uint m_localID = 0;
104 public bool m_returnCollisions = false;
105 // taints and their non-tainted counterparts
106 public bool m_isPhysical = false; // the current physical status
107 public bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing)
108 public float MinimumGroundFlightOffset = 3f;
109
110 private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes.
111 private float m_tiltMagnitudeWhenProjectedOnXYPlane = 0.1131371f; // used to introduce a fixed tilt because a straight-up capsule falls through terrain, probably a bug in terrain collider
112
113
114 private float m_buoyancy = 0f;
115
116 // private CollisionLocker ode;
117
118 private string m_name = String.Empty;
119
120 private bool[] m_colliderarr = new bool[11];
121 private bool[] m_colliderGroundarr = new bool[11];
122
123 // Default we're a Character
124 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
125
126 // Default, Collide with Other Geometries, spaces, bodies and characters.
127 private CollisionCategories m_collisionFlags = (CollisionCategories.Geom
128 | CollisionCategories.Space
129 | CollisionCategories.Body
130 | CollisionCategories.Character
131 | CollisionCategories.Land);
132 public IntPtr Body = IntPtr.Zero;
133 private OdeScene _parent_scene;
134 public IntPtr Shell = IntPtr.Zero;
135 public IntPtr Amotor = IntPtr.Zero;
136 public d.Mass ShellMass;
137 public bool collidelock = false;
138
139 public int m_eventsubscription = 0;
140 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
141
142 // unique UUID of this character object
143 public UUID m_uuid;
144 public bool bad = false;
145
146 public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, CollisionLocker dode, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
147 {
148 m_uuid = UUID.Random();
149
150 if (pos.IsFinite())
151 {
152 if (pos.Z > 9999999f)
153 {
154 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
155 }
156 if (pos.Z < -90000f)
157 {
158 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
159 }
160 _position = pos;
161 m_taintPosition.X = pos.X;
162 m_taintPosition.Y = pos.Y;
163 m_taintPosition.Z = pos.Z;
164 }
165 else
166 {
167 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
168 m_taintPosition.X = _position.X;
169 m_taintPosition.Y = _position.Y;
170 m_taintPosition.Z = _position.Z;
171 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
172 }
173
174 _parent_scene = parent_scene;
175
176 PID_D = pid_d;
177 PID_P = pid_p;
178 CAPSULE_RADIUS = capsule_radius;
179 m_tensor = tensor;
180 m_density = density;
181 heightFudgeFactor = height_fudge_factor;
182 walkDivisor = walk_divisor;
183 runDivisor = rundivisor;
184
185 // m_StandUpRotation =
186 // new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
187 // 0.5f);
188
189 for (int i = 0; i < 11; i++)
190 {
191 m_colliderarr[i] = false;
192 }
193 CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
194 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
195 m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH;
196
197 m_isPhysical = false; // current status: no ODE information exists
198 m_tainted_isPhysical = true; // new tainted status: need to create ODE information
199
200 _parent_scene.AddPhysicsActorTaint(this);
201
202 m_name = avName;
203 }
204
205 public override int PhysicsActorType
206 {
207 get { return (int) ActorTypes.Agent; }
208 set { return; }
209 }
210
211 /// <summary>
212 /// If this is set, the avatar will move faster
213 /// </summary>
214 public override bool SetAlwaysRun
215 {
216 get { return m_alwaysRun; }
217 set { m_alwaysRun = value; }
218 }
219
220 public override uint LocalID
221 {
222 set { m_localID = value; }
223 }
224
225 public override bool Grabbed
226 {
227 set { return; }
228 }
229
230 public override bool Selected
231 {
232 set { return; }
233 }
234
235 public override float Buoyancy
236 {
237 get { return m_buoyancy; }
238 set { m_buoyancy = value; }
239 }
240
241 public override bool FloatOnWater
242 {
243 set { return; }
244 }
245
246 public override bool IsPhysical
247 {
248 get { return false; }
249 set { return; }
250 }
251
252 public override bool ThrottleUpdates
253 {
254 get { return false; }
255 set { return; }
256 }
257
258 public override bool Flying
259 {
260 get { return flying; }
261 set { flying = value; }
262 }
263
264 /// <summary>
265 /// Returns if the avatar is colliding in general.
266 /// This includes the ground and objects and avatar.
267 /// </summary>
268 public override bool IsColliding
269 {
270 get { return m_iscolliding; }
271 set
272 {
273 int i;
274 int truecount = 0;
275 int falsecount = 0;
276
277 if (m_colliderarr.Length >= 10)
278 {
279 for (i = 0; i < 10; i++)
280 {
281 m_colliderarr[i] = m_colliderarr[i + 1];
282 }
283 }
284 m_colliderarr[10] = value;
285
286 for (i = 0; i < 11; i++)
287 {
288 if (m_colliderarr[i])
289 {
290 truecount++;
291 }
292 else
293 {
294 falsecount++;
295 }
296 }
297
298 // Equal truecounts and false counts means we're colliding with something.
299
300 if (falsecount > 1.2*truecount)
301 {
302 m_iscolliding = false;
303 }
304 else
305 {
306 m_iscolliding = true;
307 }
308 if (m_wascolliding != m_iscolliding)
309 {
310 //base.SendCollisionUpdate(new CollisionEventUpdate());
311 }
312 m_wascolliding = m_iscolliding;
313 }
314 }
315
316 /// <summary>
317 /// Returns if an avatar is colliding with the ground
318 /// </summary>
319 public override bool CollidingGround
320 {
321 get { return m_iscollidingGround; }
322 set
323 {
324 // Collisions against the ground are not really reliable
325 // So, to get a consistant value we have to average the current result over time
326 // Currently we use 1 second = 10 calls to this.
327 int i;
328 int truecount = 0;
329 int falsecount = 0;
330
331 if (m_colliderGroundarr.Length >= 10)
332 {
333 for (i = 0; i < 10; i++)
334 {
335 m_colliderGroundarr[i] = m_colliderGroundarr[i + 1];
336 }
337 }
338 m_colliderGroundarr[10] = value;
339
340 for (i = 0; i < 11; i++)
341 {
342 if (m_colliderGroundarr[i])
343 {
344 truecount++;
345 }
346 else
347 {
348 falsecount++;
349 }
350 }
351
352 // Equal truecounts and false counts means we're colliding with something.
353
354 if (falsecount > 1.2*truecount)
355 {
356 m_iscollidingGround = false;
357 }
358 else
359 {
360 m_iscollidingGround = true;
361 }
362 if (m_wascollidingGround != m_iscollidingGround)
363 {
364 //base.SendCollisionUpdate(new CollisionEventUpdate());
365 }
366 m_wascollidingGround = m_iscollidingGround;
367 }
368 }
369
370 /// <summary>
371 /// Returns if the avatar is colliding with an object
372 /// </summary>
373 public override bool CollidingObj
374 {
375 get { return m_iscollidingObj; }
376 set
377 {
378 m_iscollidingObj = value;
379 if (value)
380 m_pidControllerActive = false;
381 else
382 m_pidControllerActive = true;
383 }
384 }
385
386 /// <summary>
387 /// turn the PID controller on or off.
388 /// The PID Controller will turn on all by itself in many situations
389 /// </summary>
390 /// <param name="status"></param>
391 public void SetPidStatus(bool status)
392 {
393 m_pidControllerActive = status;
394 }
395
396 public override bool Stopped
397 {
398 get { return _zeroFlag; }
399 }
400
401 /// <summary>
402 /// This 'puts' an avatar somewhere in the physics space.
403 /// Not really a good choice unless you 'know' it's a good
404 /// spot otherwise you're likely to orbit the avatar.
405 /// </summary>
406 public override Vector3 Position
407 {
408 get { return _position; }
409 set
410 {
411 if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
412 {
413 if (value.IsFinite())
414 {
415 if (value.Z > 9999999f)
416 {
417 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
418 }
419 if (value.Z < -90000f)
420 {
421 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
422 }
423
424 _position.X = value.X;
425 _position.Y = value.Y;
426 _position.Z = value.Z;
427
428 m_taintPosition.X = value.X;
429 m_taintPosition.Y = value.Y;
430 m_taintPosition.Z = value.Z;
431 _parent_scene.AddPhysicsActorTaint(this);
432 }
433 else
434 {
435 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
436 }
437 }
438 }
439 }
440
441 public override Vector3 RotationalVelocity
442 {
443 get { return m_rotationalVelocity; }
444 set { m_rotationalVelocity = value; }
445 }
446
447 /// <summary>
448 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
449 /// and use it to offset landings properly
450 /// </summary>
451 public override Vector3 Size
452 {
453 get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
454 set
455 {
456 if (value.IsFinite())
457 {
458 m_pidControllerActive = true;
459
460 Vector3 SetSize = value;
461 m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f;
462 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
463
464 Velocity = Vector3.Zero;
465
466 _parent_scene.AddPhysicsActorTaint(this);
467 }
468 else
469 {
470 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
471 }
472 }
473 }
474
475 private void AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3 movementVector)
476 {
477 movementVector.Z = 0f;
478 float magnitude = (float)Math.Sqrt((double)(movementVector.X * movementVector.X + movementVector.Y * movementVector.Y));
479 if (magnitude < 0.1f) return;
480
481 // normalize the velocity vector
482 float invMagnitude = 1.0f / magnitude;
483 movementVector.X *= invMagnitude;
484 movementVector.Y *= invMagnitude;
485
486 // if we change the capsule heading too often, the capsule can fall down
487 // therefore we snap movement vector to just 1 of 4 predefined directions (ne, nw, se, sw),
488 // meaning only 4 possible capsule tilt orientations
489 if (movementVector.X > 0)
490 {
491 // east
492 if (movementVector.Y > 0)
493 {
494 // northeast
495 movementVector.X = (float)Math.Sqrt(2.0);
496 movementVector.Y = (float)Math.Sqrt(2.0);
497 }
498 else
499 {
500 // southeast
501 movementVector.X = (float)Math.Sqrt(2.0);
502 movementVector.Y = -(float)Math.Sqrt(2.0);
503 }
504 }
505 else
506 {
507 // west
508 if (movementVector.Y > 0)
509 {
510 // northwest
511 movementVector.X = -(float)Math.Sqrt(2.0);
512 movementVector.Y = (float)Math.Sqrt(2.0);
513 }
514 else
515 {
516 // southwest
517 movementVector.X = -(float)Math.Sqrt(2.0);
518 movementVector.Y = -(float)Math.Sqrt(2.0);
519 }
520 }
521
522
523 // movementVector.Z is zero
524
525 // calculate tilt components based on desired amount of tilt and current (snapped) heading.
526 // the "-" sign is to force the tilt to be OPPOSITE the direction of movement.
527 float xTiltComponent = -movementVector.X * m_tiltMagnitudeWhenProjectedOnXYPlane;
528 float yTiltComponent = -movementVector.Y * m_tiltMagnitudeWhenProjectedOnXYPlane;
529
530 //m_log.Debug("[PHYSICS] changing avatar tilt");
531 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, xTiltComponent);
532 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, xTiltComponent); // must be same as lowstop, else a different, spurious tilt is introduced
533 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, yTiltComponent);
534 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, yTiltComponent); // same as lowstop
535 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
536 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
537 }
538
539 /// <summary>
540 /// This creates the Avatar's physical Surrogate at the position supplied
541 /// </summary>
542 /// <param name="npositionX"></param>
543 /// <param name="npositionY"></param>
544 /// <param name="npositionZ"></param>
545
546 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
547 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
548 // place that is safe to call this routine AvatarGeomAndBodyCreation.
549 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
550 {
551 //CAPSULE_LENGTH = -5;
552 //CAPSULE_RADIUS = -5;
553 int dAMotorEuler = 1;
554 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
555 if (CAPSULE_LENGTH <= 0)
556 {
557 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
558 CAPSULE_LENGTH = 0.01f;
559
560 }
561
562 if (CAPSULE_RADIUS <= 0)
563 {
564 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
565 CAPSULE_RADIUS = 0.01f;
566
567 }
568
569 if(Shell != IntPtr.Zero)
570 {
571 try
572 {
573 d.GeomDestroy(Shell);
574 }
575 catch (System.AccessViolationException)
576 {
577 m_log.Error("[PHYSICS]: PrimGeom dead");
578 }
579 // Remove any old entries
580//string tShell;
581//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
582//Console.WriteLine("**** Remove {0}", tShell);
583 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
584 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
585 }
586
587 Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
588 _parent_scene.geom_name_map[Shell] = m_name;
589 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
590//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, m_name);
591
592 d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
593 d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
594
595 d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
596 Body = d.BodyCreate(_parent_scene.world);
597 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
598
599 _position.X = npositionX;
600 _position.Y = npositionY;
601 _position.Z = npositionZ;
602
603
604 m_taintPosition.X = npositionX;
605 m_taintPosition.Y = npositionY;
606 m_taintPosition.Z = npositionZ;
607
608 d.BodySetMass(Body, ref ShellMass);
609 d.Matrix3 m_caprot;
610 // 90 Stand up on the cap of the capped cyllinder
611 if (_parent_scene.IsAvCapsuleTilted)
612 {
613 d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2));
614 }
615 else
616 {
617 d.RFromAxisAndAngle(out m_caprot, 0, 0, 1, (float)(Math.PI / 2));
618 }
619
620
621 d.GeomSetRotation(Shell, ref m_caprot);
622 d.BodySetRotation(Body, ref m_caprot);
623
624 d.GeomSetBody(Shell, Body);
625
626
627 // The purpose of the AMotor here is to keep the avatar's physical
628 // surrogate from rotating while moving
629 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
630 d.JointAttach(Amotor, Body, IntPtr.Zero);
631 d.JointSetAMotorMode(Amotor, dAMotorEuler);
632 d.JointSetAMotorNumAxes(Amotor, 3);
633 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
634 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
635 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
636 d.JointSetAMotorAngle(Amotor, 0, 0);
637 d.JointSetAMotorAngle(Amotor, 1, 0);
638 d.JointSetAMotorAngle(Amotor, 2, 0);
639
640 // These lowstops and high stops are effectively (no wiggle room)
641 if (_parent_scene.IsAvCapsuleTilted)
642 {
643 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f);
644 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f);
645 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f);
646 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f);
647 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f);
648 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f);
649 }
650 else
651 {
652 #region Documentation of capsule motor LowStop and HighStop parameters
653 // Intentionally introduce some tilt into the capsule by setting
654 // the motor stops to small epsilon values. This small tilt prevents
655 // the capsule from falling into the terrain; a straight-up capsule
656 // (with -0..0 motor stops) falls into the terrain for reasons yet
657 // to be comprehended in their entirety.
658 #endregion
659 AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero);
660 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f);
661 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
662 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f);
663 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.08f); // must be same as lowstop, else a different, spurious tilt is introduced
664 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
665 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.08f); // same as lowstop
666 }
667
668 // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the
669 // capped cyllinder will fall over
670 d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
671 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor);
672
673 //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
674 //d.QfromR(
675 //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068,
676 //
677 //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
678 //standupStraight();
679 }
680
681 //
682 /// <summary>
683 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
684 /// This may be used in calculations in the scene/scenepresence
685 /// </summary>
686 public override float Mass
687 {
688 get
689 {
690 float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
691 return m_density*AVvolume;
692 }
693 }
694 public override void link(PhysicsActor obj)
695 {
696
697 }
698
699 public override void delink()
700 {
701
702 }
703
704 public override void LockAngularMotion(Vector3 axis)
705 {
706
707 }
708
709// This code is very useful. Written by DanX0r. We're just not using it right now.
710// Commented out to prevent a warning.
711//
712// private void standupStraight()
713// {
714// // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
715// // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
716// // change appearance and when you enter the simulator
717// // After this routine is done, the amotor stabilizes much quicker
718// d.Vector3 feet;
719// d.Vector3 head;
720// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
721// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
722// float posture = head.Z - feet.Z;
723
724// // restoring force proportional to lack of posture:
725// float servo = (2.5f - posture) * POSTURE_SERVO;
726// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
727// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
728// //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
729// //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
730// }
731
732 public override Vector3 Force
733 {
734 get { return _target_velocity; }
735 set { return; }
736 }
737
738 public override int VehicleType
739 {
740 get { return 0; }
741 set { return; }
742 }
743
744 public override void VehicleFloatParam(int param, float value)
745 {
746
747 }
748
749 public override void VehicleVectorParam(int param, Vector3 value)
750 {
751
752 }
753
754 public override void VehicleRotationParam(int param, Quaternion rotation)
755 {
756
757 }
758
759 public override void VehicleFlags(int flags, bool remove)
760 {
761 }
762
763 public override void SetVolumeDetect(int param)
764 {
765
766 }
767
768 public override Vector3 CenterOfMass
769 {
770 get { return Vector3.Zero; }
771 }
772
773 public override Vector3 GeometricCenter
774 {
775 get { return Vector3.Zero; }
776 }
777
778 public override PrimitiveBaseShape Shape
779 {
780 set { return; }
781 }
782
783 public override Vector3 Velocity
784 {
785 get {
786 // There's a problem with Vector3.Zero! Don't Use it Here!
787 if (_zeroFlag)
788 return Vector3.Zero;
789 m_lastUpdateSent = false;
790 return _velocity;
791 }
792 set
793 {
794 if (value.IsFinite())
795 {
796 m_pidControllerActive = true;
797 _target_velocity = value;
798 }
799 else
800 {
801 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
802 }
803 }
804 }
805
806 public override Vector3 Torque
807 {
808 get { return Vector3.Zero; }
809 set { return; }
810 }
811
812 public override float CollisionScore
813 {
814 get { return 0f; }
815 set { }
816 }
817
818 public override bool Kinematic
819 {
820 get { return false; }
821 set { }
822 }
823
824 public override Quaternion Orientation
825 {
826 get { return Quaternion.Identity; }
827 set {
828 //Matrix3 or = Orientation.ToRotationMatrix();
829 //d.Matrix3 ord = new d.Matrix3(or.m00, or.m10, or.m20, or.m01, or.m11, or.m21, or.m02, or.m12, or.m22);
830 //d.BodySetRotation(Body, ref ord);
831 }
832 }
833
834 public override Vector3 Acceleration
835 {
836 get { return _acceleration; }
837 }
838
839 public void SetAcceleration(Vector3 accel)
840 {
841 m_pidControllerActive = true;
842 _acceleration = accel;
843 }
844
845 /// <summary>
846 /// Adds the force supplied to the Target Velocity
847 /// The PID controller takes this target velocity and tries to make it a reality
848 /// </summary>
849 /// <param name="force"></param>
850 public override void AddForce(Vector3 force, bool pushforce)
851 {
852 if (force.IsFinite())
853 {
854 if (pushforce)
855 {
856 m_pidControllerActive = false;
857 force *= 100f;
858 doForce(force);
859 // If uncommented, things get pushed off world
860 //
861 // m_log.Debug("Push!");
862 // _target_velocity.X += force.X;
863 // _target_velocity.Y += force.Y;
864 // _target_velocity.Z += force.Z;
865 }
866 else
867 {
868 m_pidControllerActive = true;
869 _target_velocity.X += force.X;
870 _target_velocity.Y += force.Y;
871 _target_velocity.Z += force.Z;
872 }
873 }
874 else
875 {
876 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
877 }
878 //m_lastUpdateSent = false;
879 }
880
881 public override void AddAngularForce(Vector3 force, bool pushforce)
882 {
883
884 }
885
886 /// <summary>
887 /// After all of the forces add up with 'add force' we apply them with doForce
888 /// </summary>
889 /// <param name="force"></param>
890 public void doForce(Vector3 force)
891 {
892 if (!collidelock)
893 {
894 d.BodyAddForce(Body, force.X, force.Y, force.Z);
895 //d.BodySetRotation(Body, ref m_StandUpRotation);
896 //standupStraight();
897
898 }
899 }
900
901 public override void SetMomentum(Vector3 momentum)
902 {
903 }
904
905
906 /// <summary>
907 /// Called from Simulate
908 /// This is the avatar's movement control + PID Controller
909 /// </summary>
910 /// <param name="timeStep"></param>
911 public void Move(float timeStep, List<OdeCharacter> defects)
912 {
913 // no lock; for now it's only called from within Simulate()
914
915 // If the PID Controller isn't active then we set our force
916 // calculating base velocity to the current position
917
918 if (Body == IntPtr.Zero)
919 return;
920
921 if (m_pidControllerActive == false)
922 {
923 _zeroPosition = d.BodyGetPosition(Body);
924 }
925 //PidStatus = true;
926
927 d.Vector3 localpos = d.BodyGetPosition(Body);
928 Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z);
929
930 if (!localPos.IsFinite())
931 {
932
933 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
934 defects.Add(this);
935 // _parent_scene.RemoveCharacter(this);
936
937 // destroy avatar capsule and related ODE data
938 if (Amotor != IntPtr.Zero)
939 {
940 // Kill the Amotor
941 d.JointDestroy(Amotor);
942 Amotor = IntPtr.Zero;
943 }
944
945 //kill the Geometry
946 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
947
948 if (Body != IntPtr.Zero)
949 {
950 //kill the body
951 d.BodyDestroy(Body);
952
953 Body = IntPtr.Zero;
954 }
955
956 if(Shell != IntPtr.Zero)
957 {
958 try
959 {
960 d.GeomDestroy(Shell);
961 }
962 catch (System.AccessViolationException)
963 {
964 m_log.Error("[PHYSICS]: PrimGeom dead");
965 }
966 // Remove any old entries
967//string tShell;
968//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
969//Console.WriteLine("**** Remove {0}", tShell);
970
971 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
972 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
973 Shell = IntPtr.Zero;
974 }
975
976 return;
977 }
978
979 Vector3 vec = Vector3.Zero;
980 d.Vector3 vel = d.BodyGetLinearVel(Body);
981
982 float movementdivisor = 1f;
983
984 if (!m_alwaysRun)
985 {
986 movementdivisor = walkDivisor;
987 }
988 else
989 {
990 movementdivisor = runDivisor;
991 }
992
993 // if velocity is zero, use position control; otherwise, velocity control
994 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
995 {
996 // keep track of where we stopped. No more slippin' & slidin'
997 if (!_zeroFlag)
998 {
999 _zeroFlag = true;
1000 _zeroPosition = d.BodyGetPosition(Body);
1001 }
1002 if (m_pidControllerActive)
1003 {
1004 // We only want to deactivate the PID Controller if we think we want to have our surrogate
1005 // react to the physics scene by moving it's position.
1006 // Avatar to Avatar collisions
1007 // Prim to avatar collisions
1008
1009 d.Vector3 pos = d.BodyGetPosition(Body);
1010 float errX = _zeroPosition.X - pos.X;
1011 float errY = _zeroPosition.Y - pos.Y;
1012 if( (Math.Abs(errX) > 0.1f) || (Math.Abs(errY) > 0.1f) )
1013 {
1014 vec.X = (_target_velocity.X - vel.X) * (PID_D) + (errX) * (PID_P * 2);
1015 vec.Y = (_target_velocity.Y - vel.Y) * (PID_D) + (errY) * (PID_P * 2);
1016 }
1017 else
1018 { // close, jump to lateral destination
1019 d.BodySetPosition(Body, _zeroPosition.X, _zeroPosition.Y, pos.Z);
1020 }
1021 if (flying)
1022 {
1023 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
1024 }
1025 }
1026 //PidStatus = true;
1027 }
1028 else
1029 {
1030 m_pidControllerActive = true;
1031 _zeroFlag = false;
1032 if (m_iscolliding && !flying)
1033 {
1034 // We're standing on something
1035 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
1036 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
1037 }
1038 else if (m_iscolliding && flying)
1039 {
1040 // We're flying and colliding with something
1041 vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16);
1042 vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16);
1043 }
1044 else if (!m_iscolliding && flying)
1045 {
1046 // we're in mid air suspended
1047 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
1048 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
1049 }
1050
1051 if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
1052 {
1053 // We're colliding with something and we're not flying but we're moving
1054 // This means we're walking or running.
1055 d.Vector3 pos = d.BodyGetPosition(Body);
1056 vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
1057 if (_target_velocity.X > 0)
1058 {
1059 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1060 }
1061 if (_target_velocity.Y > 0)
1062 {
1063 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1064 }
1065 }
1066 else if (!m_iscolliding && !flying)
1067 {
1068 // we're not colliding and we're not flying so that means we're falling!
1069 // m_iscolliding includes collisions with the ground.
1070
1071 // d.Vector3 pos = d.BodyGetPosition(Body);
1072 if (Math.Abs(_target_velocity.X) > 0)
1073 {
1074 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1075 }
1076 if (Math.Abs(_target_velocity.Y) > 0)
1077 {
1078 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1079 }
1080 }
1081
1082 if (flying)
1083 {
1084 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
1085 }
1086 }
1087 if (flying)
1088 {
1089 vec.Z += ((-1 * _parent_scene.gravityz)*m_mass);
1090
1091 //Added for auto fly height. Kitto Flora
1092 //d.Vector3 pos = d.BodyGetPosition(Body);
1093 float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset;
1094
1095 if (_position.Z < target_altitude)
1096 {
1097 vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
1098 }
1099 // end add Kitto Flora
1100 }
1101 if (vec.IsFinite())
1102 {
1103 if (!vec.ApproxEquals(Vector3.Zero, 0.01f))
1104 {
1105 doForce(vec);
1106 if (!_zeroFlag)
1107 {
1108 AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
1109 }
1110 }
1111 }
1112 else
1113 {
1114 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1115 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1116 defects.Add(this);
1117 // _parent_scene.RemoveCharacter(this);
1118 // destroy avatar capsule and related ODE data
1119 if (Amotor != IntPtr.Zero)
1120 {
1121 // Kill the Amotor
1122 d.JointDestroy(Amotor);
1123 Amotor = IntPtr.Zero;
1124 }
1125 //kill the Geometry
1126 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1127
1128 if (Body != IntPtr.Zero)
1129 {
1130 //kill the body
1131 d.BodyDestroy(Body);
1132
1133 Body = IntPtr.Zero;
1134 }
1135
1136 if(Shell != IntPtr.Zero)
1137 {
1138 try
1139 {
1140 d.GeomDestroy(Shell);
1141 }
1142 catch (System.AccessViolationException)
1143 {
1144 m_log.Error("[PHYSICS]: PrimGeom dead");
1145 }
1146 // Remove any old entries
1147//string tShell;
1148//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1149//Console.WriteLine("**** Remove {0}", tShell);
1150
1151 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1152 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1153 Shell = IntPtr.Zero;
1154 }
1155 }
1156 }
1157
1158 /// <summary>
1159 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1160 /// </summary>
1161 public void UpdatePositionAndVelocity()
1162 {
1163 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1164 d.Vector3 vec;
1165 try
1166 {
1167 vec = d.BodyGetPosition(Body);
1168 }
1169 catch (NullReferenceException)
1170 {
1171 bad = true;
1172 _parent_scene.BadCharacter(this);
1173 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1174 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1175 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1176 }
1177
1178
1179 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
1180 if (vec.X < 0.0f) vec.X = 0.0f;
1181 if (vec.Y < 0.0f) vec.Y = 0.0f;
1182 if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
1183 if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
1184
1185 _position.X = vec.X;
1186 _position.Y = vec.Y;
1187 _position.Z = vec.Z;
1188
1189 // Did we move last? = zeroflag
1190 // This helps keep us from sliding all over
1191
1192 if (_zeroFlag)
1193 {
1194 _velocity.X = 0.0f;
1195 _velocity.Y = 0.0f;
1196 _velocity.Z = 0.0f;
1197
1198 // Did we send out the 'stopped' message?
1199 if (!m_lastUpdateSent)
1200 {
1201 m_lastUpdateSent = true;
1202 //base.RequestPhysicsterseUpdate();
1203
1204 }
1205 }
1206 else
1207 {
1208 m_lastUpdateSent = false;
1209 try
1210 {
1211 vec = d.BodyGetLinearVel(Body);
1212 }
1213 catch (NullReferenceException)
1214 {
1215 vec.X = _velocity.X;
1216 vec.Y = _velocity.Y;
1217 vec.Z = _velocity.Z;
1218 }
1219 _velocity.X = (vec.X);
1220 _velocity.Y = (vec.Y);
1221
1222 _velocity.Z = (vec.Z);
1223
1224 if (_velocity.Z < -6 && !m_hackSentFall)
1225 {
1226 m_hackSentFall = true;
1227 m_pidControllerActive = false;
1228 }
1229 else if (flying && !m_hackSentFly)
1230 {
1231 //m_hackSentFly = true;
1232 //base.SendCollisionUpdate(new CollisionEventUpdate());
1233 }
1234 else
1235 {
1236 m_hackSentFly = false;
1237 m_hackSentFall = false;
1238 }
1239 }
1240 }
1241
1242 /// <summary>
1243 /// Cleanup the things we use in the scene.
1244 /// </summary>
1245 public void Destroy()
1246 {
1247 m_tainted_isPhysical = false;
1248 _parent_scene.AddPhysicsActorTaint(this);
1249 }
1250
1251 public override void CrossingFailure()
1252 {
1253 }
1254
1255 public override Vector3 PIDTarget { set { return; } }
1256 public override bool PIDActive { set { return; } }
1257 public override float PIDTau { set { return; } }
1258
1259 public override float PIDHoverHeight { set { return; } }
1260 public override bool PIDHoverActive { set { return; } }
1261 public override PIDHoverType PIDHoverType { set { return; } }
1262 public override float PIDHoverTau { set { return; } }
1263
1264 public override Quaternion APIDTarget{ set { return; } }
1265
1266 public override bool APIDActive{ set { return; } }
1267
1268 public override float APIDStrength{ set { return; } }
1269
1270 public override float APIDDamping{ set { return; } }
1271
1272
1273 public override void SubscribeEvents(int ms)
1274 {
1275 m_requestedUpdateFrequency = ms;
1276 m_eventsubscription = ms;
1277 _parent_scene.addCollisionEventReporting(this);
1278 }
1279 public override void UnSubscribeEvents()
1280 {
1281 _parent_scene.remCollisionEventReporting(this);
1282 m_requestedUpdateFrequency = 0;
1283 m_eventsubscription = 0;
1284 }
1285 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1286 {
1287 if (m_eventsubscription > 0)
1288 {
1289 CollisionEventsThisFrame.addCollider(CollidedWith, contact);
1290 }
1291 }
1292
1293 public void SendCollisions()
1294 {
1295 if (m_eventsubscription > m_requestedUpdateFrequency)
1296 {
1297 if (CollisionEventsThisFrame != null)
1298 {
1299 base.SendCollisionUpdate(CollisionEventsThisFrame);
1300 }
1301 CollisionEventsThisFrame = new CollisionEventUpdate();
1302 m_eventsubscription = 0;
1303 }
1304 }
1305 public override bool SubscribedEvents()
1306 {
1307 if (m_eventsubscription > 0)
1308 return true;
1309 return false;
1310 }
1311
1312 public void ProcessTaints(float timestep)
1313 {
1314
1315 if (m_tainted_isPhysical != m_isPhysical)
1316 {
1317 if (m_tainted_isPhysical)
1318 {
1319 // Create avatar capsule and related ODE data
1320 if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
1321 {
1322 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1323 + (Shell!=IntPtr.Zero ? "Shell ":"")
1324 + (Body!=IntPtr.Zero ? "Body ":"")
1325 + (Amotor!=IntPtr.Zero ? "Amotor ":""));
1326 }
1327 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
1328 _parent_scene.AddCharacter(this);
1329 }
1330 else
1331 {
1332 _parent_scene.RemoveCharacter(this);
1333 // destroy avatar capsule and related ODE data
1334 if (Amotor != IntPtr.Zero)
1335 {
1336 // Kill the Amotor
1337 d.JointDestroy(Amotor);
1338 Amotor = IntPtr.Zero;
1339 }
1340 //kill the Geometry
1341 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1342
1343 if (Body != IntPtr.Zero)
1344 {
1345 //kill the body
1346 d.BodyDestroy(Body);
1347 Body = IntPtr.Zero;
1348 }
1349
1350 if(Shell != IntPtr.Zero)
1351 {
1352 try
1353 {
1354 d.GeomDestroy(Shell);
1355 }
1356 catch (System.AccessViolationException)
1357 {
1358 m_log.Error("[PHYSICS]: PrimGeom dead");
1359 }
1360 // Remove any old entries
1361//string tShell;
1362//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1363//Console.WriteLine("**** Remove {0}", tShell);
1364
1365 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1366 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1367 Shell = IntPtr.Zero;
1368 }
1369 }
1370
1371 m_isPhysical = m_tainted_isPhysical;
1372 }
1373
1374 if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
1375 {
1376 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1377 {
1378
1379 m_pidControllerActive = true;
1380 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
1381 d.JointDestroy(Amotor);
1382 float prevCapsule = CAPSULE_LENGTH;
1383 CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
1384 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
1385 d.BodyDestroy(Body);
1386 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1387 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
1388 Velocity = Vector3.Zero;
1389 }
1390 else
1391 {
1392 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1393 + (Shell==IntPtr.Zero ? "Shell ":"")
1394 + (Body==IntPtr.Zero ? "Body ":"")
1395 + (Amotor==IntPtr.Zero ? "Amotor ":""));
1396 }
1397 }
1398
1399 if (!m_taintPosition.ApproxEquals(_position, 0.05f))
1400 {
1401 if (Body != IntPtr.Zero)
1402 {
1403 d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
1404
1405 _position.X = m_taintPosition.X;
1406 _position.Y = m_taintPosition.Y;
1407 _position.Z = m_taintPosition.Z;
1408 }
1409 }
1410
1411 }
1412
1413 internal void AddCollisionFrameTime(int p)
1414 {
1415 // protect it from overflow crashing
1416 if (m_eventsubscription + p >= int.MaxValue)
1417 m_eventsubscription = 0;
1418 m_eventsubscription += p;
1419 }
1420 }
1421}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..2105be1
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -0,0 +1,3932 @@
1/* Copyright (c) Contributors, http://opensimulator.org/
2 * See CONTRIBUTORS.TXT for a full list of copyright holders.
3 * Redistribution and use in source and binary forms, with or without
4 * modification, are permitted provided that the following conditions are met:
5 * * Redistributions of source code must retain the above copyright
6 * notice, this list of conditions and the following disclaimer.
7 * * Redistributions in binary form must reproduce the above copyright
8 * notice, this list of conditions and the following disclaimer in the
9 * documentation and/or other materials provided with the distribution.
10 * * Neither the name of the OpenSimulator Project nor the
11 * names of its contributors may be used to endorse or promote products
12 * derived from this software without specific prior written permission.
13 *
14 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
15 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
16 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
17 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
18 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
19 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
20 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
21 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
23 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24 *
25 * Revised March 5th 2010 by Kitto Flora. ODEDynamics.cs
26 * rolled into ODEPrim.cs
27 */
28
29using System;
30using System.Collections.Generic;
31using System.Reflection;
32using System.Runtime.InteropServices;
33using System.Threading;
34using log4net;
35using OpenMetaverse;
36using Ode.NET;
37using OpenSim.Framework;
38using OpenSim.Region.Physics.Manager;
39
40
41namespace OpenSim.Region.Physics.OdePlugin
42{
43 /// <summary>
44 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
45 /// </summary>
46
47 public class OdePrim : PhysicsActor
48 {
49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
50
51 private Vector3 _position;
52 private Vector3 _velocity;
53 private Vector3 _torque;
54 private Vector3 m_lastVelocity;
55 private Vector3 m_lastposition;
56 private Quaternion m_lastorientation = new Quaternion();
57 private Vector3 m_rotationalVelocity;
58 private Vector3 _size;
59 private Vector3 _acceleration;
60 // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f);
61 private Quaternion _orientation;
62 private Vector3 m_taintposition;
63 private Vector3 m_taintsize;
64 private Vector3 m_taintVelocity;
65 private Vector3 m_taintTorque;
66 private Quaternion m_taintrot;
67 private Vector3 m_rotateEnable = Vector3.One; // Current setting
68 private Vector3 m_rotateEnableRequest = Vector3.One; // Request from LSL
69 private bool m_rotateEnableUpdate = false;
70 private Vector3 m_lockX;
71 private Vector3 m_lockY;
72 private Vector3 m_lockZ;
73 private IntPtr Amotor = IntPtr.Zero;
74 private IntPtr AmotorX = IntPtr.Zero;
75 private IntPtr AmotorY = IntPtr.Zero;
76 private IntPtr AmotorZ = IntPtr.Zero;
77
78 private Vector3 m_PIDTarget;
79 private float m_PIDTau;
80 private float PID_D = 35f;
81 private float PID_G = 25f;
82 private bool m_usePID = false;
83
84 private Quaternion m_APIDTarget = new Quaternion();
85 private float m_APIDStrength = 0.5f;
86 private float m_APIDDamping = 0.5f;
87 private bool m_useAPID = false;
88
89 // These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
90 // do not confuse with VEHICLE HOVER
91
92 private float m_PIDHoverHeight;
93 private float m_PIDHoverTau;
94 private bool m_useHoverPID;
95 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
96 private float m_targetHoverHeight;
97 private float m_groundHeight;
98 private float m_waterHeight;
99 private float m_buoyancy; //m_buoyancy set by llSetBuoyancy()
100
101 // private float m_tensor = 5f;
102 private int body_autodisable_frames = 20;
103
104
105 private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
106 | CollisionCategories.Space
107 | CollisionCategories.Body
108 | CollisionCategories.Character
109 );
110 private bool m_taintshape;
111 private bool m_taintPhysics;
112 private bool m_collidesLand = true;
113 private bool m_collidesWater;
114 public bool m_returnCollisions;
115
116 // Default we're a Geometry
117 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
118
119 // Default, Collide with Other Geometries, spaces and Bodies
120 private CollisionCategories m_collisionFlags = m_default_collisionFlags;
121
122 public bool m_taintremove;
123 public bool m_taintdisable;
124 public bool m_disabled;
125 public bool m_taintadd;
126 public bool m_taintselected;
127 public bool m_taintCollidesWater;
128
129 public uint m_localID;
130
131 //public GCHandle gc;
132 private CollisionLocker ode;
133
134 private bool m_meshfailed = false;
135 private bool m_taintforce = false;
136 private bool m_taintaddangularforce = false;
137 private Vector3 m_force;
138 private List<Vector3> m_forcelist = new List<Vector3>();
139 private List<Vector3> m_angularforcelist = new List<Vector3>();
140
141 private IMesh _mesh;
142 private PrimitiveBaseShape _pbs;
143 private OdeScene _parent_scene;
144 public IntPtr m_targetSpace = IntPtr.Zero;
145 public IntPtr prim_geom;
146// public IntPtr prev_geom;
147 public IntPtr _triMeshData;
148
149 private IntPtr _linkJointGroup = IntPtr.Zero;
150 private PhysicsActor _parent;
151 private PhysicsActor m_taintparent;
152
153 private List<OdePrim> childrenPrim = new List<OdePrim>();
154
155 private bool iscolliding;
156 private bool m_isphysical;
157 private bool m_isSelected;
158
159 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
160
161 private bool m_throttleUpdates;
162 private int throttleCounter;
163 public int m_interpenetrationcount;
164 public float m_collisionscore;
165 public int m_roundsUnderMotionThreshold;
166 private int m_crossingfailures;
167
168 public bool outofBounds;
169 private float m_density = 10.000006836f; // Aluminum g/cm3;
170
171 public bool _zeroFlag; // if body has been stopped
172 private bool m_lastUpdateSent;
173
174 public IntPtr Body = IntPtr.Zero;
175 public String m_primName;
176 private Vector3 _target_velocity;
177 public d.Mass pMass;
178
179 public int m_eventsubscription;
180 private CollisionEventUpdate CollisionEventsThisFrame;
181
182 private IntPtr m_linkJoint = IntPtr.Zero;
183
184 public volatile bool childPrim;
185
186 internal int m_material = (int)Material.Wood;
187
188 private int frcount = 0; // Used to limit dynamics debug output to
189 private int revcount = 0; // Reverse motion while > 0
190
191 private IntPtr m_body = IntPtr.Zero;
192
193 // Vehicle properties ============================================================================================
194 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
195 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
196 private VehicleFlag m_flags = (VehicleFlag) 0; // Bit settings:
197 // HOVER_TERRAIN_ONLY
198 // HOVER_GLOBAL_HEIGHT
199 // NO_DEFLECTION_UP
200 // HOVER_WATER_ONLY
201 // HOVER_UP_ONLY
202 // LIMIT_MOTOR_UP
203 // LIMIT_ROLL_ONLY
204
205 // Linear properties
206 private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity
207 //requested by LSL
208 private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL
209 private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL
210 private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL
211
212 private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor
213 private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity
214 private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity
215
216 //Angular properties
217 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
218
219 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
220 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
221 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
222
223 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
224// private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity
225 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
226
227 //Deflection properties
228 // private float m_angularDeflectionEfficiency = 0;
229 // private float m_angularDeflectionTimescale = 0;
230 // private float m_linearDeflectionEfficiency = 0;
231 // private float m_linearDeflectionTimescale = 0;
232
233 //Banking properties
234 // private float m_bankingEfficiency = 0;
235 // private float m_bankingMix = 0;
236 // private float m_bankingTimescale = 0;
237
238 //Hover and Buoyancy properties
239 private float m_VhoverHeight = 0f;
240// private float m_VhoverEfficiency = 0f;
241 private float m_VhoverTimescale = 0f;
242 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
243 private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
244 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
245 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
246 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
247
248 //Attractor properties
249 private float m_verticalAttractionEfficiency = 1.0f; // damped
250 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
251
252
253
254
255
256
257 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
258 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
259 {
260 ode = dode;
261 if (!pos.IsFinite())
262 {
263 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
264 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
265 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
266 }
267
268 _position = pos;
269 m_taintposition = pos;
270 PID_D = parent_scene.bodyPIDD;
271 PID_G = parent_scene.bodyPIDG;
272 m_density = parent_scene.geomDefaultDensity;
273 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
274 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
275
276
277 prim_geom = IntPtr.Zero;
278// prev_geom = IntPtr.Zero;
279
280 if (!pos.IsFinite())
281 {
282 size = new Vector3(0.5f, 0.5f, 0.5f);
283 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
284 }
285
286 if (size.X <= 0) size.X = 0.01f;
287 if (size.Y <= 0) size.Y = 0.01f;
288 if (size.Z <= 0) size.Z = 0.01f;
289
290 _size = size;
291 m_taintsize = _size;
292
293 if (!QuaternionIsFinite(rotation))
294 {
295 rotation = Quaternion.Identity;
296 m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
297 }
298
299 _orientation = rotation;
300 m_taintrot = _orientation;
301 _mesh = mesh;
302 _pbs = pbs;
303
304 _parent_scene = parent_scene;
305 m_targetSpace = (IntPtr)0;
306
307// if (pos.Z < 0)
308 if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y))
309 m_isphysical = false;
310 else
311 {
312 m_isphysical = pisPhysical;
313 // If we're physical, we need to be in the master space for now.
314 // linksets *should* be in a space together.. but are not currently
315 if (m_isphysical)
316 m_targetSpace = _parent_scene.space;
317 }
318 m_primName = primName;
319 m_taintadd = true;
320 _parent_scene.AddPhysicsActorTaint(this);
321 // don't do .add() here; old geoms get recycled with the same hash
322 }
323
324 public override int PhysicsActorType
325 {
326 get { return (int) ActorTypes.Prim; }
327 set { return; }
328 }
329
330 public override bool SetAlwaysRun
331 {
332 get { return false; }
333 set { return; }
334 }
335
336 public override uint LocalID
337 {
338 set {
339 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
340 m_localID = value; }
341 }
342
343 public override bool Grabbed
344 {
345 set { return; }
346 }
347
348 public override bool Selected
349 {
350 set {
351
352//Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical);
353 // This only makes the object not collidable if the object
354 // is physical or the object is modified somehow *IN THE FUTURE*
355 // without this, if an avatar selects prim, they can walk right
356 // through it while it's selected
357 m_collisionscore = 0;
358 if ((m_isphysical && !_zeroFlag) || !value)
359 {
360 m_taintselected = value;
361 _parent_scene.AddPhysicsActorTaint(this);
362 }
363 else
364 {
365 m_taintselected = value;
366 m_isSelected = value;
367 }
368 if(m_isSelected) disableBodySoft();
369 }
370 }
371
372 public override bool IsPhysical
373 {
374 get { return m_isphysical; }
375 set
376 {
377 m_isphysical = value;
378 if (!m_isphysical)
379 { // Zero the remembered last velocity
380 m_lastVelocity = Vector3.Zero;
381 if (m_type != Vehicle.TYPE_NONE) Halt();
382 }
383 }
384 }
385
386 public void setPrimForRemoval()
387 {
388 m_taintremove = true;
389 }
390
391 public override bool Flying
392 {
393 // no flying prims for you
394 get { return false; }
395 set { }
396 }
397
398 public override bool IsColliding
399 {
400 get { return iscolliding; }
401 set { iscolliding = value; }
402 }
403
404 public override bool CollidingGround
405 {
406 get { return false; }
407 set { return; }
408 }
409
410 public override bool CollidingObj
411 {
412 get { return false; }
413 set { return; }
414 }
415
416 public override bool ThrottleUpdates
417 {
418 get { return m_throttleUpdates; }
419 set { m_throttleUpdates = value; }
420 }
421
422 public override bool Stopped
423 {
424 get { return _zeroFlag; }
425 }
426
427 public override Vector3 Position
428 {
429 get { return _position; }
430
431 set { _position = value;
432 //m_log.Info("[PHYSICS]: " + _position.ToString());
433 }
434 }
435
436 public override Vector3 Size
437 {
438 get { return _size; }
439 set
440 {
441 if (value.IsFinite())
442 {
443 _size = value;
444 }
445 else
446 {
447 m_log.Warn("[PHYSICS]: Got NaN Size on object");
448 }
449 }
450 }
451
452 public override float Mass
453 {
454 get { return CalculateMass(); }
455 }
456
457 public override Vector3 Force
458 {
459 //get { return Vector3.Zero; }
460 get { return m_force; }
461 set
462 {
463 if (value.IsFinite())
464 {
465 m_force = value;
466 }
467 else
468 {
469 m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
470 }
471 }
472 }
473
474 public override int VehicleType
475 {
476 get { return (int)m_type; }
477 set { ProcessTypeChange((Vehicle)value); }
478 }
479
480 public override void VehicleFloatParam(int param, float value)
481 {
482 ProcessFloatVehicleParam((Vehicle) param, value);
483 }
484
485 public override void VehicleVectorParam(int param, Vector3 value)
486 {
487 ProcessVectorVehicleParam((Vehicle) param, value);
488 }
489
490 public override void VehicleRotationParam(int param, Quaternion rotation)
491 {
492 ProcessRotationVehicleParam((Vehicle) param, rotation);
493 }
494
495 public override void VehicleFlags(int param, bool remove)
496 {
497 ProcessVehicleFlags(param, remove);
498 }
499
500 public override void SetVolumeDetect(int param)
501 {
502 lock (_parent_scene.OdeLock)
503 {
504 m_isVolumeDetect = (param!=0);
505 }
506 }
507
508 public override Vector3 CenterOfMass
509 {
510 get { return Vector3.Zero; }
511 }
512
513 public override Vector3 GeometricCenter
514 {
515 get { return Vector3.Zero; }
516 }
517
518 public override PrimitiveBaseShape Shape
519 {
520 set
521 {
522 _pbs = value;
523 m_taintshape = true;
524 }
525 }
526
527 public override Vector3 Velocity
528 {
529 get
530 {
531 // Averate previous velocity with the new one so
532 // client object interpolation works a 'little' better
533 if (_zeroFlag)
534 return Vector3.Zero;
535
536 Vector3 returnVelocity = Vector3.Zero;
537 returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2;
538 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2;
539 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2;
540 return returnVelocity;
541 }
542 set
543 {
544 if (value.IsFinite())
545 {
546 _velocity = value;
547
548 m_taintVelocity = value;
549 _parent_scene.AddPhysicsActorTaint(this);
550 }
551 else
552 {
553 m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
554 }
555
556 }
557 }
558
559 public override Vector3 Torque
560 {
561 get
562 {
563 if (!m_isphysical || Body == IntPtr.Zero)
564 return Vector3.Zero;
565
566 return _torque;
567 }
568
569 set
570 {
571 if (value.IsFinite())
572 {
573 m_taintTorque = value;
574 _parent_scene.AddPhysicsActorTaint(this);
575 }
576 else
577 {
578 m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
579 }
580 }
581 }
582
583 public override float CollisionScore
584 {
585 get { return m_collisionscore; }
586 set { m_collisionscore = value; }
587 }
588
589 public override bool Kinematic
590 {
591 get { return false; }
592 set { }
593 }
594
595 public override Quaternion Orientation
596 {
597 get { return _orientation; }
598 set
599 {
600 if (QuaternionIsFinite(value))
601 {
602 _orientation = value;
603 }
604 else
605 m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
606
607 }
608 }
609
610
611 public override bool FloatOnWater
612 {
613 set {
614 m_taintCollidesWater = value;
615 _parent_scene.AddPhysicsActorTaint(this);
616 }
617 }
618
619 public override void SetMomentum(Vector3 momentum)
620 {
621 }
622
623 public override Vector3 PIDTarget
624 {
625 set
626 {
627 if (value.IsFinite())
628 {
629 m_PIDTarget = value;
630 }
631 else
632 m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
633 }
634 }
635 public override bool PIDActive { set { m_usePID = value; } }
636 public override float PIDTau { set { m_PIDTau = value; } }
637
638 // For RotLookAt
639 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
640 public override bool APIDActive { set { m_useAPID = value; } }
641 public override float APIDStrength { set { m_APIDStrength = value; } }
642 public override float APIDDamping { set { m_APIDDamping = value; } }
643
644 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
645 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
646 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
647 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
648
649 internal static bool QuaternionIsFinite(Quaternion q)
650 {
651 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
652 return false;
653 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
654 return false;
655 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
656 return false;
657 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
658 return false;
659 return true;
660 }
661
662 public override Vector3 Acceleration // client updates read data via here
663 {
664 get { return _acceleration; }
665 }
666
667
668 public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything.
669 {
670 _acceleration = accel;
671 }
672
673 public override void AddForce(Vector3 force, bool pushforce)
674 {
675 if (force.IsFinite())
676 {
677 lock (m_forcelist)
678 m_forcelist.Add(force);
679
680 m_taintforce = true;
681 }
682 else
683 {
684 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
685 }
686 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
687 }
688
689 public override void AddAngularForce(Vector3 force, bool pushforce)
690 {
691 if (force.IsFinite())
692 {
693 m_angularforcelist.Add(force);
694 m_taintaddangularforce = true;
695 }
696 else
697 {
698 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
699 }
700 }
701
702 public override Vector3 RotationalVelocity
703 {
704 get
705 {
706 return m_rotationalVelocity;
707 }
708 set
709 {
710 if (value.IsFinite())
711 {
712 m_rotationalVelocity = value;
713 }
714 else
715 {
716 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
717 }
718 }
719 }
720
721 public override void CrossingFailure()
722 {
723 m_crossingfailures++;
724 if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
725 {
726 base.RaiseOutOfBounds(_position);
727 return;
728 }
729 else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
730 {
731 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
732 }
733 }
734
735 public override float Buoyancy
736 {
737 get { return m_buoyancy; }
738// set { m_buoyancy = value; }
739 set {
740 m_buoyancy = value;
741
742 Console.WriteLine("m_buoyancy={0}", m_buoyancy);
743 }
744 }
745
746 public override void link(PhysicsActor obj)
747 {
748 m_taintparent = obj;
749 }
750
751 public override void delink()
752 {
753 m_taintparent = null;
754 }
755
756 public override void LockAngularMotion(Vector3 axis)
757 {
758 // This is actually ROTATION ENABLE, not a lock.
759 // default is <1,1,1> which is all enabled.
760 // The lock value is updated inside Move(), no point in using the taint system.
761 // OS 'm_taintAngularLock' etc change to m_rotateEnable.
762 if (axis.IsFinite())
763 {
764 axis.X = (axis.X > 0) ? 1f : 0f;
765 axis.Y = (axis.Y > 0) ? 1f : 0f;
766 axis.Z = (axis.Z > 0) ? 1f : 0f;
767 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
768 m_rotateEnableRequest = axis;
769 m_rotateEnableUpdate = true;
770 }
771 else
772 {
773 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
774 }
775 }
776
777
778 public void SetGeom(IntPtr geom)
779 {
780 if(prim_geom != IntPtr.Zero)
781 {
782 // Remove any old entries
783//string tPA;
784//_parent_scene.geom_name_map.TryGetValue(prim_geom, out tPA);
785//Console.WriteLine("**** Remove {0}", tPA);
786 if(_parent_scene.geom_name_map.ContainsKey(prim_geom)) _parent_scene.geom_name_map.Remove(prim_geom);
787 if(_parent_scene.actor_name_map.ContainsKey(prim_geom)) _parent_scene.actor_name_map.Remove(prim_geom);
788 d.GeomDestroy(prim_geom);
789 }
790
791 prim_geom = geom;
792//Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
793 if (prim_geom != IntPtr.Zero)
794 {
795 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
796 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
797 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
798 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
799//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName);
800 }
801
802 if (childPrim)
803 {
804 if (_parent != null && _parent is OdePrim)
805 {
806 OdePrim parent = (OdePrim)_parent;
807//Console.WriteLine("SetGeom calls ChildSetGeom");
808 parent.ChildSetGeom(this);
809 }
810 }
811 //m_log.Warn("Setting Geom to: " + prim_geom);
812 }
813
814 public void enableBodySoft()
815 {
816 if (!childPrim)
817 {
818 if (m_isphysical && Body != IntPtr.Zero)
819 {
820 d.BodyEnable(Body);
821 if (m_type != Vehicle.TYPE_NONE)
822 Enable(Body, _parent_scene);
823 }
824
825 m_disabled = false;
826 }
827 }
828
829 public void disableBodySoft()
830 {
831 m_disabled = true;
832
833 if (m_isphysical && Body != IntPtr.Zero)
834 {
835 d.BodyDisable(Body);
836 Halt();
837 }
838 }
839
840 public void enableBody()
841 {
842 // Don't enable this body if we're a child prim
843 // this should be taken care of in the parent function not here
844 if (!childPrim)
845 {
846 // Sets the geom to a body
847 Body = d.BodyCreate(_parent_scene.world);
848
849 setMass();
850 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
851 d.Quaternion myrot = new d.Quaternion();
852 myrot.X = _orientation.X;
853 myrot.Y = _orientation.Y;
854 myrot.Z = _orientation.Z;
855 myrot.W = _orientation.W;
856 d.BodySetQuaternion(Body, ref myrot);
857 d.GeomSetBody(prim_geom, Body);
858 m_collisionCategories |= CollisionCategories.Body;
859 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
860
861 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
862 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
863
864 d.BodySetAutoDisableFlag(Body, true);
865 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
866
867 // disconnect from world gravity so we can apply buoyancy
868 d.BodySetGravityMode (Body, false);
869
870 m_interpenetrationcount = 0;
871 m_collisionscore = 0;
872 m_disabled = false;
873
874 if (m_type != Vehicle.TYPE_NONE)
875 {
876 Enable(Body, _parent_scene);
877 }
878
879 _parent_scene.addActivePrim(this);
880 }
881 }
882
883 #region Mass Calculation
884
885 private float CalculateMass()
886 {
887 float volume = 0;
888
889 // No material is passed to the physics engines yet.. soo..
890 // we're using the m_density constant in the class definition
891
892 float returnMass = 0;
893
894 switch (_pbs.ProfileShape)
895 {
896 case ProfileShape.Square:
897 // Profile Volume
898
899 volume = _size.X*_size.Y*_size.Z;
900
901 // If the user has 'hollowed out'
902 // ProfileHollow is one of those 0 to 50000 values :P
903 // we like percentages better.. so turning into a percentage
904
905 if (((float) _pbs.ProfileHollow/50000f) > 0.0)
906 {
907 float hollowAmount = (float) _pbs.ProfileHollow/50000f;
908
909 // calculate the hollow volume by it's shape compared to the prim shape
910 float hollowVolume = 0;
911 switch (_pbs.HollowShape)
912 {
913 case HollowShape.Square:
914 case HollowShape.Same:
915 // Cube Hollow volume calculation
916 float hollowsizex = _size.X*hollowAmount;
917 float hollowsizey = _size.Y*hollowAmount;
918 float hollowsizez = _size.Z*hollowAmount;
919 hollowVolume = hollowsizex*hollowsizey*hollowsizez;
920 break;
921
922 case HollowShape.Circle:
923 // Hollow shape is a perfect cyllinder in respect to the cube's scale
924 // Cyllinder hollow volume calculation
925 float hRadius = _size.X/2;
926 float hLength = _size.Z;
927
928 // pi * r2 * h
929 hollowVolume = ((float) (Math.PI*Math.Pow(hRadius, 2)*hLength)*hollowAmount);
930 break;
931
932 case HollowShape.Triangle:
933 // Equilateral Triangular Prism volume hollow calculation
934 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
935
936 float aLength = _size.Y;
937 // 1/2 abh
938 hollowVolume = (float) ((0.5*aLength*_size.X*_size.Z)*hollowAmount);
939 break;
940
941 default:
942 hollowVolume = 0;
943 break;
944 }
945 volume = volume - hollowVolume;
946 }
947
948 break;
949 case ProfileShape.Circle:
950 if (_pbs.PathCurve == (byte)Extrusion.Straight)
951 {
952 // Cylinder
953 float volume1 = (float)(Math.PI * Math.Pow(_size.X/2, 2) * _size.Z);
954 float volume2 = (float)(Math.PI * Math.Pow(_size.Y/2, 2) * _size.Z);
955
956 // Approximating the cylinder's irregularity.
957 if (volume1 > volume2)
958 {
959 volume = (float)volume1 - (volume1 - volume2);
960 }
961 else if (volume2 > volume1)
962 {
963 volume = (float)volume2 - (volume2 - volume1);
964 }
965 else
966 {
967 // Regular cylinder
968 volume = volume1;
969 }
970 }
971 else
972 {
973 // We don't know what the shape is yet, so use default
974 volume = _size.X * _size.Y * _size.Z;
975 }
976 // If the user has 'hollowed out'
977 // ProfileHollow is one of those 0 to 50000 values :P
978 // we like percentages better.. so turning into a percentage
979
980 if (((float)_pbs.ProfileHollow / 50000f) > 0.0)
981 {
982 float hollowAmount = (float)_pbs.ProfileHollow / 50000f;
983
984 // calculate the hollow volume by it's shape compared to the prim shape
985 float hollowVolume = 0;
986 switch (_pbs.HollowShape)
987 {
988 case HollowShape.Same:
989 case HollowShape.Circle:
990 // Hollow shape is a perfect cyllinder in respect to the cube's scale
991 // Cyllinder hollow volume calculation
992 float hRadius = _size.X / 2;
993 float hLength = _size.Z;
994
995 // pi * r2 * h
996 hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount);
997 break;
998
999 case HollowShape.Square:
1000 // Cube Hollow volume calculation
1001 float hollowsizex = _size.X * hollowAmount;
1002 float hollowsizey = _size.Y * hollowAmount;
1003 float hollowsizez = _size.Z * hollowAmount;
1004 hollowVolume = hollowsizex * hollowsizey * hollowsizez;
1005 break;
1006
1007 case HollowShape.Triangle:
1008 // Equilateral Triangular Prism volume hollow calculation
1009 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
1010
1011 float aLength = _size.Y;
1012 // 1/2 abh
1013 hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount);
1014 break;
1015
1016 default:
1017 hollowVolume = 0;
1018 break;
1019 }
1020 volume = volume - hollowVolume;
1021 }
1022 break;
1023
1024 case ProfileShape.HalfCircle:
1025 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1026 {
1027 if (_size.X == _size.Y && _size.Y == _size.Z)
1028 {
1029 // regular sphere
1030 // v = 4/3 * pi * r^3
1031 float sradius3 = (float)Math.Pow((_size.X / 2), 3);
1032 volume = (float)((4f / 3f) * Math.PI * sradius3);
1033 }
1034 else
1035 {
1036 // we treat this as a box currently
1037 volume = _size.X * _size.Y * _size.Z;
1038 }
1039 }
1040 else
1041 {
1042 // We don't know what the shape is yet, so use default
1043 volume = _size.X * _size.Y * _size.Z;
1044 }
1045 break;
1046
1047 case ProfileShape.EquilateralTriangle:
1048 /*
1049 v = (abs((xB*yA-xA*yB)+(xC*yB-xB*yC)+(xA*yC-xC*yA))/2) * h
1050
1051 // seed mesh
1052 Vertex MM = new Vertex(-0.25f, -0.45f, 0.0f);
1053 Vertex PM = new Vertex(+0.5f, 0f, 0.0f);
1054 Vertex PP = new Vertex(-0.25f, +0.45f, 0.0f);
1055 */
1056 float xA = -0.25f * _size.X;
1057 float yA = -0.45f * _size.Y;
1058
1059 float xB = 0.5f * _size.X;
1060 float yB = 0;
1061
1062 float xC = -0.25f * _size.X;
1063 float yC = 0.45f * _size.Y;
1064
1065 volume = (float)((Math.Abs((xB * yA - xA * yB) + (xC * yB - xB * yC) + (xA * yC - xC * yA)) / 2) * _size.Z);
1066
1067 // If the user has 'hollowed out'
1068 // ProfileHollow is one of those 0 to 50000 values :P
1069 // we like percentages better.. so turning into a percentage
1070 float fhollowFactor = ((float)_pbs.ProfileHollow / 1.9f);
1071 if (((float)fhollowFactor / 50000f) > 0.0)
1072 {
1073 float hollowAmount = (float)fhollowFactor / 50000f;
1074
1075 // calculate the hollow volume by it's shape compared to the prim shape
1076 float hollowVolume = 0;
1077 switch (_pbs.HollowShape)
1078 {
1079 case HollowShape.Same:
1080 case HollowShape.Triangle:
1081 // Equilateral Triangular Prism volume hollow calculation
1082 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
1083
1084 float aLength = _size.Y;
1085 // 1/2 abh
1086 hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount);
1087 break;
1088
1089 case HollowShape.Square:
1090 // Cube Hollow volume calculation
1091 float hollowsizex = _size.X * hollowAmount;
1092 float hollowsizey = _size.Y * hollowAmount;
1093 float hollowsizez = _size.Z * hollowAmount;
1094 hollowVolume = hollowsizex * hollowsizey * hollowsizez;
1095 break;
1096
1097 case HollowShape.Circle:
1098 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1099 // Cyllinder hollow volume calculation
1100 float hRadius = _size.X / 2;
1101 float hLength = _size.Z;
1102
1103 // pi * r2 * h
1104 hollowVolume = ((float)((Math.PI * Math.Pow(hRadius, 2) * hLength)/2) * hollowAmount);
1105 break;
1106
1107 default:
1108 hollowVolume = 0;
1109 break;
1110 }
1111 volume = volume - hollowVolume;
1112 }
1113 break;
1114
1115 default:
1116 // we don't have all of the volume formulas yet so
1117 // use the common volume formula for all
1118 volume = _size.X*_size.Y*_size.Z;
1119 break;
1120 }
1121
1122 // Calculate Path cut effect on volume
1123 // Not exact, in the triangle hollow example
1124 // They should never be zero or less then zero..
1125 // we'll ignore it if it's less then zero
1126
1127 // ProfileEnd and ProfileBegin are values
1128 // from 0 to 50000
1129
1130 // Turning them back into percentages so that I can cut that percentage off the volume
1131
1132 float PathCutEndAmount = _pbs.ProfileEnd;
1133 float PathCutStartAmount = _pbs.ProfileBegin;
1134 if (((PathCutStartAmount + PathCutEndAmount)/50000f) > 0.0f)
1135 {
1136 float pathCutAmount = ((PathCutStartAmount + PathCutEndAmount)/50000f);
1137
1138 // Check the return amount for sanity
1139 if (pathCutAmount >= 0.99f)
1140 pathCutAmount = 0.99f;
1141
1142 volume = volume - (volume*pathCutAmount);
1143 }
1144 UInt16 taperX = _pbs.PathScaleX;
1145 UInt16 taperY = _pbs.PathScaleY;
1146 float taperFactorX = 0;
1147 float taperFactorY = 0;
1148
1149 // Mass = density * volume
1150 if (taperX != 100)
1151 {
1152 if (taperX > 100)
1153 {
1154 taperFactorX = 1.0f - ((float)taperX / 200);
1155 //m_log.Warn("taperTopFactorX: " + extr.taperTopFactorX.ToString());
1156 }
1157 else
1158 {
1159 taperFactorX = 1.0f - ((100 - (float)taperX) / 100);
1160 //m_log.Warn("taperBotFactorX: " + extr.taperBotFactorX.ToString());
1161 }
1162 volume = (float)volume * ((taperFactorX / 3f) + 0.001f);
1163 }
1164
1165 if (taperY != 100)
1166 {
1167 if (taperY > 100)
1168 {
1169 taperFactorY = 1.0f - ((float)taperY / 200);
1170 //m_log.Warn("taperTopFactorY: " + extr.taperTopFactorY.ToString());
1171 }
1172 else
1173 {
1174 taperFactorY = 1.0f - ((100 - (float)taperY) / 100);
1175 //m_log.Warn("taperBotFactorY: " + extr.taperBotFactorY.ToString());
1176 }
1177 volume = (float)volume * ((taperFactorY / 3f) + 0.001f);
1178 }
1179 returnMass = m_density*volume;
1180 if (returnMass <= 0) returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1181
1182
1183
1184 // Recursively calculate mass
1185 bool HasChildPrim = false;
1186 lock (childrenPrim)
1187 {
1188 if (childrenPrim.Count > 0)
1189 {
1190 HasChildPrim = true;
1191 }
1192
1193 }
1194 if (HasChildPrim)
1195 {
1196 OdePrim[] childPrimArr = new OdePrim[0];
1197
1198 lock (childrenPrim)
1199 childPrimArr = childrenPrim.ToArray();
1200
1201 for (int i = 0; i < childPrimArr.Length; i++)
1202 {
1203 if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
1204 returnMass += childPrimArr[i].CalculateMass();
1205 // failsafe, this shouldn't happen but with OpenSim, you never know :)
1206 if (i > 256)
1207 break;
1208 }
1209 }
1210 if (returnMass > _parent_scene.maximumMassObject)
1211 returnMass = _parent_scene.maximumMassObject;
1212 return returnMass;
1213 }// end CalculateMass
1214
1215 #endregion
1216
1217 public void setMass()
1218 {
1219 if (Body != (IntPtr) 0)
1220 {
1221 float newmass = CalculateMass();
1222
1223 //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
1224
1225 d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
1226 d.BodySetMass(Body, ref pMass);
1227 }
1228 }
1229
1230 public void disableBody()
1231 {
1232 //this kills the body so things like 'mesh' can re-create it.
1233 lock (this)
1234 {
1235 if (!childPrim)
1236 {
1237 if (Body != IntPtr.Zero)
1238 {
1239 _parent_scene.remActivePrim(this);
1240 m_collisionCategories &= ~CollisionCategories.Body;
1241 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1242
1243 if (prim_geom != IntPtr.Zero)
1244 {
1245 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1246 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1247 }
1248
1249
1250 d.BodyDestroy(Body);
1251 lock (childrenPrim)
1252 {
1253 if (childrenPrim.Count > 0)
1254 {
1255 foreach (OdePrim prm in childrenPrim)
1256 {
1257 _parent_scene.remActivePrim(prm);
1258 prm.Body = IntPtr.Zero;
1259 }
1260 }
1261 }
1262 Body = IntPtr.Zero;
1263 }
1264 }
1265 else
1266 {
1267 _parent_scene.remActivePrim(this);
1268
1269 m_collisionCategories &= ~CollisionCategories.Body;
1270 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1271
1272 if (prim_geom != IntPtr.Zero)
1273 {
1274 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1275 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1276 }
1277
1278
1279 Body = IntPtr.Zero;
1280 }
1281 }
1282 m_disabled = true;
1283 m_collisionscore = 0;
1284 }
1285
1286 private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
1287
1288 public void setMesh(OdeScene parent_scene, IMesh mesh)
1289 {
1290 // This sleeper is there to moderate how long it takes between
1291 // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
1292
1293 //Thread.Sleep(10);
1294
1295 //Kill Body so that mesh can re-make the geom
1296 if (IsPhysical && Body != IntPtr.Zero)
1297 {
1298 if (childPrim)
1299 {
1300 if (_parent != null)
1301 {
1302 OdePrim parent = (OdePrim)_parent;
1303 parent.ChildDelink(this);
1304 }
1305 }
1306 else
1307 {
1308 disableBody();
1309 }
1310 }
1311
1312 IntPtr vertices, indices;
1313 int vertexCount, indexCount;
1314 int vertexStride, triStride;
1315 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1316 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1317
1318 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
1319 if (m_MeshToTriMeshMap.ContainsKey(mesh))
1320 {
1321 _triMeshData = m_MeshToTriMeshMap[mesh];
1322 }
1323 else
1324 {
1325 _triMeshData = d.GeomTriMeshDataCreate();
1326
1327 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1328 d.GeomTriMeshDataPreprocess(_triMeshData);
1329 m_MeshToTriMeshMap[mesh] = _triMeshData;
1330 }
1331
1332 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1333 try
1334 {
1335 // if (prim_geom == IntPtr.Zero) // setGeom takes care of phys engine recreate and prim_geom pointer
1336 // {
1337 SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
1338 // }
1339 }
1340 catch (AccessViolationException)
1341 {
1342 m_log.Error("[PHYSICS]: MESH LOCKED");
1343 return;
1344 }
1345
1346
1347 // if (IsPhysical && Body == (IntPtr) 0)
1348 // {
1349 // Recreate the body
1350 // m_interpenetrationcount = 0;
1351 // m_collisionscore = 0;
1352
1353 // enableBody();
1354 // }
1355 }
1356
1357 public void ProcessTaints(float timestep) //=============================================================================
1358 {
1359 if (m_taintadd)
1360 {
1361 changeadd(timestep);
1362 }
1363
1364 if (prim_geom != IntPtr.Zero)
1365 {
1366 if (!_position.ApproxEquals(m_taintposition, 0f))
1367 changemove(timestep);
1368
1369 if (m_taintrot != _orientation)
1370 {
1371 if(childPrim && IsPhysical) // For physical child prim...
1372 {
1373 rotate(timestep);
1374 // KF: ODE will also rotate the parent prim!
1375 // so rotate the root back to where it was
1376 OdePrim parent = (OdePrim)_parent;
1377 parent.rotate(timestep);
1378 }
1379 else
1380 {
1381 //Just rotate the prim
1382 rotate(timestep);
1383 }
1384 }
1385 //
1386
1387 if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
1388 changePhysicsStatus(timestep);
1389 //
1390
1391 if (!_size.ApproxEquals(m_taintsize,0f))
1392 changesize(timestep);
1393 //
1394
1395 if (m_taintshape)
1396 changeshape(timestep);
1397 //
1398
1399 if (m_taintforce)
1400 changeAddForce(timestep);
1401
1402 if (m_taintaddangularforce)
1403 changeAddAngularForce(timestep);
1404
1405 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
1406 changeSetTorque(timestep);
1407
1408 if (m_taintdisable)
1409 changedisable(timestep);
1410
1411 if (m_taintselected != m_isSelected)
1412 changeSelectedStatus(timestep);
1413
1414 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
1415 changevelocity(timestep);
1416
1417 if (m_taintparent != _parent)
1418 changelink(timestep);
1419
1420 if (m_taintCollidesWater != m_collidesWater)
1421 changefloatonwater(timestep);
1422/* obsolete
1423 if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f))
1424 changeAngularLock(timestep);
1425 */
1426 }
1427 else
1428 {
1429 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.)");
1430 }
1431 }
1432
1433/* obsolete
1434 private void changeAngularLock(float timestep)
1435 {
1436 if (_parent == null)
1437 {
1438 m_angularLock = m_taintAngularLock;
1439 m_angularLockSet = true;
1440 }
1441 }
1442 */
1443 private void changelink(float timestep)
1444 {
1445 // If the newly set parent is not null
1446 // create link
1447 if (_parent == null && m_taintparent != null)
1448 {
1449 if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
1450 {
1451 OdePrim obj = (OdePrim)m_taintparent;
1452 //obj.disableBody();
1453 obj.ParentPrim(this);
1454
1455 /*
1456 if (obj.Body != (IntPtr)0 && Body != (IntPtr)0 && obj.Body != Body)
1457 {
1458 _linkJointGroup = d.JointGroupCreate(0);
1459 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1460 d.JointAttach(m_linkJoint, obj.Body, Body);
1461 d.JointSetFixed(m_linkJoint);
1462 }
1463 */
1464 }
1465 }
1466 // If the newly set parent is null
1467 // destroy link
1468 else if (_parent != null && m_taintparent == null)
1469 {
1470 if (_parent is OdePrim)
1471 {
1472 OdePrim obj = (OdePrim)_parent;
1473 obj.ChildDelink(this);
1474 childPrim = false;
1475 //_parent = null;
1476 }
1477
1478 /*
1479 if (Body != (IntPtr)0 && _linkJointGroup != (IntPtr)0)
1480 d.JointGroupDestroy(_linkJointGroup);
1481
1482 _linkJointGroup = (IntPtr)0;
1483 m_linkJoint = (IntPtr)0;
1484 */
1485 }
1486
1487 _parent = m_taintparent;
1488 m_taintPhysics = m_isphysical;
1489 }
1490
1491 // I'm the parent
1492 // prim is the child
1493 public void ParentPrim(OdePrim prim)
1494 {
1495 if (this.m_localID != prim.m_localID)
1496 {
1497 if (Body == IntPtr.Zero)
1498 {
1499 Body = d.BodyCreate(_parent_scene.world);
1500 setMass();
1501 }
1502 if (Body != IntPtr.Zero)
1503 {
1504 lock (childrenPrim)
1505 {
1506 if (!childrenPrim.Contains(prim))
1507 {
1508 childrenPrim.Add(prim);
1509
1510 foreach (OdePrim prm in childrenPrim)
1511 {
1512 d.Mass m2;
1513 d.MassSetZero(out m2);
1514 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
1515
1516
1517 d.Quaternion quat = new d.Quaternion();
1518 quat.W = prm._orientation.W;
1519 quat.X = prm._orientation.X;
1520 quat.Y = prm._orientation.Y;
1521 quat.Z = prm._orientation.Z;
1522
1523 d.Matrix3 mat = new d.Matrix3();
1524 d.RfromQ(out mat, ref quat);
1525 d.MassRotate(ref m2, ref mat);
1526 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
1527 d.MassAdd(ref pMass, ref m2);
1528 }
1529 foreach (OdePrim prm in childrenPrim)
1530 {
1531
1532 prm.m_collisionCategories |= CollisionCategories.Body;
1533 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1534
1535 if (prm.prim_geom == IntPtr.Zero)
1536 {
1537 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
1538 continue;
1539 }
1540//Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + m_primName);
1541 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1542 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1543
1544
1545 d.Quaternion quat = new d.Quaternion();
1546 quat.W = prm._orientation.W;
1547 quat.X = prm._orientation.X;
1548 quat.Y = prm._orientation.Y;
1549 quat.Z = prm._orientation.Z;
1550
1551 d.Matrix3 mat = new d.Matrix3();
1552 d.RfromQ(out mat, ref quat);
1553 if (Body != IntPtr.Zero)
1554 {
1555 d.GeomSetBody(prm.prim_geom, Body);
1556 prm.childPrim = true;
1557 d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z);
1558 //d.GeomSetOffsetPosition(prim.prim_geom,
1559 // (Position.X - prm.Position.X) - pMass.c.X,
1560 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1561 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1562 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
1563 //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
1564 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1565 d.BodySetMass(Body, ref pMass);
1566 }
1567 else
1568 {
1569 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
1570 }
1571
1572
1573 prm.m_interpenetrationcount = 0;
1574 prm.m_collisionscore = 0;
1575 prm.m_disabled = false;
1576
1577 prm.Body = Body;
1578 _parent_scene.addActivePrim(prm);
1579 }
1580 m_collisionCategories |= CollisionCategories.Body;
1581 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1582
1583//Console.WriteLine("GeomSetCategoryBits 2: " + prim_geom + " - " + (int)m_collisionCategories + " for " + m_primName);
1584 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1585//Console.WriteLine(" Post GeomSetCategoryBits 2");
1586 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1587
1588
1589 d.Quaternion quat2 = new d.Quaternion();
1590 quat2.W = _orientation.W;
1591 quat2.X = _orientation.X;
1592 quat2.Y = _orientation.Y;
1593 quat2.Z = _orientation.Z;
1594
1595 d.Matrix3 mat2 = new d.Matrix3();
1596 d.RfromQ(out mat2, ref quat2);
1597 d.GeomSetBody(prim_geom, Body);
1598 d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
1599 //d.GeomSetOffsetPosition(prim.prim_geom,
1600 // (Position.X - prm.Position.X) - pMass.c.X,
1601 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1602 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1603 //d.GeomSetOffsetRotation(prim_geom, ref mat2);
1604 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1605 d.BodySetMass(Body, ref pMass);
1606
1607 d.BodySetAutoDisableFlag(Body, true);
1608 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1609
1610
1611 m_interpenetrationcount = 0;
1612 m_collisionscore = 0;
1613 m_disabled = false;
1614
1615 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
1616 if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene);
1617 _parent_scene.addActivePrim(this);
1618 }
1619 }
1620 }
1621 }
1622
1623 }
1624
1625 private void ChildSetGeom(OdePrim odePrim)
1626 {
1627 //if (m_isphysical && Body != IntPtr.Zero)
1628 lock (childrenPrim)
1629 {
1630 foreach (OdePrim prm in childrenPrim)
1631 {
1632 //prm.childPrim = true;
1633 prm.disableBody();
1634 //prm.m_taintparent = null;
1635 //prm._parent = null;
1636 //prm.m_taintPhysics = false;
1637 //prm.m_disabled = true;
1638 //prm.childPrim = false;
1639 }
1640 }
1641 disableBody();
1642
1643
1644 if (Body != IntPtr.Zero)
1645 {
1646 _parent_scene.remActivePrim(this);
1647 }
1648
1649 lock (childrenPrim)
1650 {
1651 foreach (OdePrim prm in childrenPrim)
1652 {
1653 ParentPrim(prm);
1654 }
1655 }
1656
1657 }
1658
1659 private void ChildDelink(OdePrim odePrim)
1660 {
1661 // Okay, we have a delinked child.. need to rebuild the body.
1662 lock (childrenPrim)
1663 {
1664 foreach (OdePrim prm in childrenPrim)
1665 {
1666 prm.childPrim = true;
1667 prm.disableBody();
1668 //prm.m_taintparent = null;
1669 //prm._parent = null;
1670 //prm.m_taintPhysics = false;
1671 //prm.m_disabled = true;
1672 //prm.childPrim = false;
1673 }
1674 }
1675 disableBody();
1676
1677 lock (childrenPrim)
1678 {
1679 childrenPrim.Remove(odePrim);
1680 }
1681
1682 if (Body != IntPtr.Zero)
1683 {
1684 _parent_scene.remActivePrim(this);
1685 }
1686
1687 lock (childrenPrim)
1688 {
1689 foreach (OdePrim prm in childrenPrim)
1690 {
1691 ParentPrim(prm);
1692 }
1693 }
1694 }
1695
1696 private void changeSelectedStatus(float timestep)
1697 {
1698 if (m_taintselected)
1699 {
1700 m_collisionCategories = CollisionCategories.Selected;
1701 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1702
1703 // We do the body disable soft twice because 'in theory' a collision could have happened
1704 // in between the disabling and the collision properties setting
1705 // which would wake the physical body up from a soft disabling and potentially cause it to fall
1706 // through the ground.
1707
1708 // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
1709 // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
1710 // so that causes the selected part to wake up and continue moving.
1711
1712 // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
1713 // assembly will stop simulating during the selection, because of the lack of atomicity
1714 // of select operations (their processing could be interrupted by a thread switch, causing
1715 // simulation to continue before all of the selected object notifications trickle down to
1716 // the physics engine).
1717
1718 // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
1719 // selected and disabled. then, due to a thread switch, the selection processing is
1720 // interrupted and the physics engine continues to simulate, so the last 50 items, whose
1721 // selection was not yet processed, continues to simulate. this wakes up ALL of the
1722 // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
1723 // up, start simulating again, which in turn wakes up the last 50.
1724
1725 if (m_isphysical)
1726 {
1727 disableBodySoft();
1728 }
1729
1730 if (prim_geom != IntPtr.Zero)
1731 {
1732 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1733 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1734 }
1735
1736 if (m_isphysical)
1737 {
1738 disableBodySoft();
1739
1740 if (Body != IntPtr.Zero)
1741 {
1742 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1743 d.BodySetForce(Body, 0, 0, 0);
1744 enableBodySoft();
1745 }
1746 }
1747 }
1748 else
1749 {
1750 m_collisionCategories = CollisionCategories.Geom;
1751
1752 if (m_isphysical)
1753 m_collisionCategories |= CollisionCategories.Body;
1754
1755 m_collisionFlags = m_default_collisionFlags;
1756
1757 if (m_collidesLand)
1758 m_collisionFlags |= CollisionCategories.Land;
1759 if (m_collidesWater)
1760 m_collisionFlags |= CollisionCategories.Water;
1761
1762 if (prim_geom != IntPtr.Zero)
1763 {
1764 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1765 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1766 }
1767/* Uhhh - stop the motion if the object is _selected_!!
1768 if (m_isphysical)
1769 {
1770 if (Body != IntPtr.Zero)
1771 {
1772 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1773 d.BodySetForce(Body, 0, 0, 0);
1774 enableBodySoft();
1775 }
1776 }
1777*/
1778 }
1779
1780 resetCollisionAccounting();
1781 m_isSelected = m_taintselected;
1782 }//end changeSelectedStatus
1783
1784 public void ResetTaints()
1785 {
1786 m_taintposition = _position;
1787 m_taintrot = _orientation;
1788 m_taintPhysics = m_isphysical;
1789 m_taintselected = m_isSelected;
1790 m_taintsize = _size;
1791 m_taintshape = false;
1792 m_taintforce = false;
1793 m_taintdisable = false;
1794 m_taintVelocity = Vector3.Zero;
1795 }
1796
1797 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
1798 {
1799//Console.WriteLine("CreateGeom:");
1800 if (_mesh != null) // Special - make mesh
1801 {
1802 setMesh(_parent_scene, _mesh);
1803 }
1804 else // not a mesh
1805 {
1806 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) // special profile??
1807 {
1808 if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) // Equi-size
1809 {
1810 if (((_size.X / 2f) > 0f)) // Has size
1811 {
1812 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1813 try
1814 {
1815//Console.WriteLine(" CreateGeom 1");
1816 SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
1817 }
1818 catch (AccessViolationException)
1819 {
1820 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1821 ode.dunlock(_parent_scene.world);
1822 return;
1823 }
1824 }
1825 else
1826 {
1827 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1828 try
1829 {
1830//Console.WriteLine(" CreateGeom 2");
1831 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1832 }
1833 catch (AccessViolationException)
1834 {
1835 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1836 ode.dunlock(_parent_scene.world);
1837 return;
1838 }
1839 }
1840 }
1841 else // not equi-size
1842 {
1843 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1844 try
1845 {
1846//Console.WriteLine(" CreateGeom 3");
1847 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1848 }
1849 catch (AccessViolationException)
1850 {
1851 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1852 ode.dunlock(_parent_scene.world);
1853 return;
1854 }
1855 }
1856 }
1857
1858 else // not special profile
1859 {
1860 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1861 try
1862 {
1863//Console.WriteLine(" CreateGeom 4");
1864 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1865 }
1866 catch (AccessViolationException)
1867 {
1868 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1869 ode.dunlock(_parent_scene.world);
1870 return;
1871 }
1872 }
1873 }
1874 }
1875
1876 public void changeadd(float timestep)
1877 {
1878 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1879 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
1880
1881 if (targetspace == IntPtr.Zero)
1882 targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
1883
1884 m_targetSpace = targetspace;
1885
1886 if (_mesh == null && m_meshfailed == false)
1887 {
1888 if (_parent_scene.needsMeshing(_pbs))
1889 {
1890 // Don't need to re-enable body.. it's done in SetMesh
1891 try
1892 {
1893 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
1894 }
1895 catch
1896 {
1897 //Don't continuously try to mesh prims when meshing has failed
1898 m_meshfailed = true;
1899 }
1900 // createmesh returns null when it's a shape that isn't a cube.
1901 // m_log.Debug(m_localID);
1902 }
1903 }
1904
1905
1906 lock (_parent_scene.OdeLock)
1907 {
1908//Console.WriteLine("changeadd 1");
1909 CreateGeom(m_targetSpace, _mesh);
1910
1911 if (prim_geom != IntPtr.Zero)
1912 {
1913 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1914 d.Quaternion myrot = new d.Quaternion();
1915 myrot.X = _orientation.X;
1916 myrot.Y = _orientation.Y;
1917 myrot.Z = _orientation.Z;
1918 myrot.W = _orientation.W;
1919 d.GeomSetQuaternion(prim_geom, ref myrot);
1920 }
1921
1922 if (m_isphysical && Body == IntPtr.Zero)
1923 {
1924 enableBody();
1925 }
1926 }
1927
1928 changeSelectedStatus(timestep);
1929
1930 m_taintadd = false;
1931 }
1932
1933 public void changemove(float timestep)
1934 {
1935//Console.WriteLine("changemove sing/root {0} to {1}", m_primName, _position );
1936 if (m_isphysical)
1937 {
1938//Console.WriteLine("phys {0} {1} {2}", m_disabled, m_taintremove, childPrim);
1939// if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits!
1940 if (!m_taintremove && !childPrim)
1941 {
1942 if (Body == IntPtr.Zero)
1943 enableBody();
1944 //Prim auto disable after 20 frames,
1945 //if you move it, re-enable the prim manually.
1946 if (_parent != null)
1947 {
1948 if (m_linkJoint != IntPtr.Zero)
1949 {
1950 d.JointDestroy(m_linkJoint);
1951 m_linkJoint = IntPtr.Zero;
1952 }
1953 }
1954 if (Body != IntPtr.Zero)
1955 {
1956 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1957
1958 if (_parent != null)
1959 {
1960 OdePrim odParent = (OdePrim)_parent;
1961 if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
1962 {
1963// KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
1964Console.WriteLine(" JointCreateFixed");
1965 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1966 d.JointAttach(m_linkJoint, Body, odParent.Body);
1967 d.JointSetFixed(m_linkJoint);
1968 }
1969 }
1970 d.BodyEnable(Body);
1971 if (m_type != Vehicle.TYPE_NONE)
1972 {
1973 Enable(Body, _parent_scene);
1974 }
1975 }
1976 else
1977 {
1978 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
1979 }
1980 }
1981 //else
1982 // {
1983 //m_log.Debug("[BUG]: race!");
1984 //}
1985 }
1986 else
1987 {
1988 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
1989 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1990 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1991
1992 IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
1993 m_targetSpace = tempspace;
1994
1995 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1996 if (prim_geom != IntPtr.Zero)
1997 {
1998 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1999
2000 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2001 d.SpaceAdd(m_targetSpace, prim_geom);
2002 }
2003 }
2004
2005 changeSelectedStatus(timestep);
2006
2007 resetCollisionAccounting();
2008 m_taintposition = _position;
2009 }
2010
2011
2012
2013 public void rotate(float timestep)
2014 {
2015 d.Quaternion myrot = new d.Quaternion();
2016 myrot.X = _orientation.X;
2017 myrot.Y = _orientation.Y;
2018 myrot.Z = _orientation.Z;
2019 myrot.W = _orientation.W;
2020 if (Body != IntPtr.Zero)
2021 {
2022 // KF: If this is a root prim do BodySet
2023 d.BodySetQuaternion(Body, ref myrot);
2024 }
2025 else
2026 {
2027 // daughter prim, do Geom set
2028 d.GeomSetQuaternion(prim_geom, ref myrot);
2029 }
2030
2031 resetCollisionAccounting();
2032 m_taintrot = _orientation;
2033 }
2034
2035 private void resetCollisionAccounting()
2036 {
2037 m_collisionscore = 0;
2038 m_interpenetrationcount = 0;
2039 m_disabled = false;
2040 }
2041
2042 public void changedisable(float timestep)
2043 {
2044 m_disabled = true;
2045 if (Body != IntPtr.Zero)
2046 {
2047 d.BodyDisable(Body);
2048 Body = IntPtr.Zero;
2049 }
2050
2051 m_taintdisable = false;
2052 }
2053
2054 public void changePhysicsStatus(float timestep)
2055 {
2056 if (m_isphysical == true)
2057 {
2058 if (Body == IntPtr.Zero)
2059 {
2060 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2061 {
2062 changeshape(2f);
2063 }
2064 else
2065 {
2066 enableBody();
2067 }
2068 }
2069 }
2070 else
2071 {
2072 if (Body != IntPtr.Zero)
2073 {
2074 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2075 {
2076 _mesh = null;
2077//Console.WriteLine("changePhysicsStatus for " + m_primName );
2078 changeadd(2f);
2079 }
2080 if (childPrim)
2081 {
2082 if (_parent != null)
2083 {
2084 OdePrim parent = (OdePrim)_parent;
2085 parent.ChildDelink(this);
2086 }
2087 }
2088 else
2089 {
2090 disableBody();
2091 }
2092 }
2093 }
2094
2095 changeSelectedStatus(timestep);
2096
2097 resetCollisionAccounting();
2098 m_taintPhysics = m_isphysical;
2099 }
2100
2101 public void changesize(float timestamp)
2102 {
2103
2104 string oldname = _parent_scene.geom_name_map[prim_geom];
2105
2106 if (_size.X <= 0) _size.X = 0.01f;
2107 if (_size.Y <= 0) _size.Y = 0.01f;
2108 if (_size.Z <= 0) _size.Z = 0.01f;
2109
2110 // Cleanup of old prim geometry
2111 if (_mesh != null)
2112 {
2113 // Cleanup meshing here
2114 }
2115 //kill body to rebuild
2116 if (IsPhysical && Body != IntPtr.Zero)
2117 {
2118 if (childPrim)
2119 {
2120 if (_parent != null)
2121 {
2122 OdePrim parent = (OdePrim)_parent;
2123 parent.ChildDelink(this);
2124 }
2125 }
2126 else
2127 {
2128 disableBody();
2129 }
2130 }
2131 if (d.SpaceQuery(m_targetSpace, prim_geom))
2132 {
2133 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2134 d.SpaceRemove(m_targetSpace, prim_geom);
2135 }
2136 // we don't need to do space calculation because the client sends a position update also.
2137
2138 // Construction of new prim
2139 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2140 {
2141 float meshlod = _parent_scene.meshSculptLOD;
2142
2143 if (IsPhysical)
2144 meshlod = _parent_scene.MeshSculptphysicalLOD;
2145 // Don't need to re-enable body.. it's done in SetMesh
2146
2147 IMesh mesh = null;
2148
2149 try
2150 {
2151 if (_parent_scene.needsMeshing(_pbs))
2152 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2153 }
2154 catch
2155 {
2156 m_meshfailed = true;
2157 }
2158
2159 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2160//Console.WriteLine("changesize 1");
2161 CreateGeom(m_targetSpace, mesh);
2162
2163
2164 }
2165 else
2166 {
2167 _mesh = null;
2168//Console.WriteLine("changesize 2");
2169 CreateGeom(m_targetSpace, _mesh);
2170 }
2171
2172 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2173 d.Quaternion myrot = new d.Quaternion();
2174 myrot.X = _orientation.X;
2175 myrot.Y = _orientation.Y;
2176 myrot.Z = _orientation.Z;
2177 myrot.W = _orientation.W;
2178 d.GeomSetQuaternion(prim_geom, ref myrot);
2179
2180 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2181 if (IsPhysical && Body == IntPtr.Zero && !childPrim)
2182 {
2183 // Re creates body on size.
2184 // EnableBody also does setMass()
2185 enableBody();
2186 d.BodyEnable(Body);
2187 }
2188
2189 _parent_scene.geom_name_map[prim_geom] = oldname;
2190
2191 changeSelectedStatus(timestamp);
2192 if (childPrim)
2193 {
2194 if (_parent is OdePrim)
2195 {
2196 OdePrim parent = (OdePrim)_parent;
2197 parent.ChildSetGeom(this);
2198 }
2199 }
2200 resetCollisionAccounting();
2201 m_taintsize = _size;
2202 }
2203
2204
2205
2206 public void changefloatonwater(float timestep)
2207 {
2208 m_collidesWater = m_taintCollidesWater;
2209
2210 if (prim_geom != IntPtr.Zero)
2211 {
2212 if (m_collidesWater)
2213 {
2214 m_collisionFlags |= CollisionCategories.Water;
2215 }
2216 else
2217 {
2218 m_collisionFlags &= ~CollisionCategories.Water;
2219 }
2220 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2221 }
2222 }
2223
2224 public void changeshape(float timestamp)
2225 {
2226 string oldname = _parent_scene.geom_name_map[prim_geom];
2227
2228 // Cleanup of old prim geometry and Bodies
2229 if (IsPhysical && Body != IntPtr.Zero)
2230 {
2231 if (childPrim)
2232 {
2233 if (_parent != null)
2234 {
2235 OdePrim parent = (OdePrim)_parent;
2236 parent.ChildDelink(this);
2237 }
2238 }
2239 else
2240 {
2241 disableBody();
2242 }
2243 }
2244
2245
2246 // we don't need to do space calculation because the client sends a position update also.
2247 if (_size.X <= 0) _size.X = 0.01f;
2248 if (_size.Y <= 0) _size.Y = 0.01f;
2249 if (_size.Z <= 0) _size.Z = 0.01f;
2250 // Construction of new prim
2251
2252 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2253 {
2254 // Don't need to re-enable body.. it's done in SetMesh
2255 float meshlod = _parent_scene.meshSculptLOD;
2256
2257 if (IsPhysical)
2258 meshlod = _parent_scene.MeshSculptphysicalLOD;
2259 try
2260 {
2261 IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2262 CreateGeom(m_targetSpace, mesh);
2263 }
2264 catch
2265 {
2266 m_meshfailed = true;
2267 }
2268 // createmesh returns null when it doesn't mesh.
2269 }
2270 else
2271 {
2272 _mesh = null;
2273//Console.WriteLine("changeshape");
2274 CreateGeom(m_targetSpace, null);
2275 }
2276
2277 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2278 d.Quaternion myrot = new d.Quaternion();
2279 //myrot.W = _orientation.w;
2280 myrot.W = _orientation.W;
2281 myrot.X = _orientation.X;
2282 myrot.Y = _orientation.Y;
2283 myrot.Z = _orientation.Z;
2284 d.GeomSetQuaternion(prim_geom, ref myrot);
2285
2286 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2287 if (IsPhysical && Body == IntPtr.Zero)
2288 {
2289 // Re creates body on size.
2290 // EnableBody also does setMass()
2291 enableBody();
2292 if (Body != IntPtr.Zero)
2293 {
2294 d.BodyEnable(Body);
2295 }
2296 }
2297 _parent_scene.geom_name_map[prim_geom] = oldname;
2298
2299 changeSelectedStatus(timestamp);
2300 if (childPrim)
2301 {
2302 if (_parent is OdePrim)
2303 {
2304 OdePrim parent = (OdePrim)_parent;
2305 parent.ChildSetGeom(this);
2306 }
2307 }
2308 resetCollisionAccounting();
2309 m_taintshape = false;
2310 }
2311
2312 public void changeAddForce(float timestamp)
2313 {
2314 if (!m_isSelected)
2315 {
2316 lock (m_forcelist)
2317 {
2318 //m_log.Info("[PHYSICS]: dequeing forcelist");
2319 if (IsPhysical)
2320 {
2321 Vector3 iforce = Vector3.Zero;
2322 int i = 0;
2323 try
2324 {
2325 for (i = 0; i < m_forcelist.Count; i++)
2326 {
2327
2328 iforce = iforce + (m_forcelist[i] * 100);
2329 }
2330 }
2331 catch (IndexOutOfRangeException)
2332 {
2333 m_forcelist = new List<Vector3>();
2334 m_collisionscore = 0;
2335 m_interpenetrationcount = 0;
2336 m_taintforce = false;
2337 return;
2338 }
2339 catch (ArgumentOutOfRangeException)
2340 {
2341 m_forcelist = new List<Vector3>();
2342 m_collisionscore = 0;
2343 m_interpenetrationcount = 0;
2344 m_taintforce = false;
2345 return;
2346 }
2347 d.BodyEnable(Body);
2348 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
2349 }
2350 m_forcelist.Clear();
2351 }
2352
2353 m_collisionscore = 0;
2354 m_interpenetrationcount = 0;
2355 }
2356
2357 m_taintforce = false;
2358
2359 }
2360
2361
2362
2363 public void changeSetTorque(float timestamp)
2364 {
2365 if (!m_isSelected)
2366 {
2367 if (IsPhysical && Body != IntPtr.Zero)
2368 {
2369 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
2370 }
2371 }
2372
2373 m_taintTorque = Vector3.Zero;
2374 }
2375
2376 public void changeAddAngularForce(float timestamp)
2377 {
2378 if (!m_isSelected)
2379 {
2380 lock (m_angularforcelist)
2381 {
2382 //m_log.Info("[PHYSICS]: dequeing forcelist");
2383 if (IsPhysical)
2384 {
2385 Vector3 iforce = Vector3.Zero;
2386 for (int i = 0; i < m_angularforcelist.Count; i++)
2387 {
2388 iforce = iforce + (m_angularforcelist[i] * 100);
2389 }
2390 d.BodyEnable(Body);
2391 d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
2392
2393 }
2394 m_angularforcelist.Clear();
2395 }
2396
2397 m_collisionscore = 0;
2398 m_interpenetrationcount = 0;
2399 }
2400
2401 m_taintaddangularforce = false;
2402 }
2403
2404 private void changevelocity(float timestep)
2405 {
2406 if (!m_isSelected)
2407 {
2408 Thread.Sleep(20);
2409 if (IsPhysical)
2410 {
2411 if (Body != IntPtr.Zero)
2412 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
2413 }
2414
2415 //resetCollisionAccounting();
2416 }
2417 m_taintVelocity = Vector3.Zero;
2418 }
2419
2420 public void UpdatePositionAndVelocity()
2421 {
2422 return; // moved to the Move () method
2423 }
2424
2425 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
2426 {
2427 obj.I.M00 = pMat[0, 0];
2428 obj.I.M01 = pMat[0, 1];
2429 obj.I.M02 = pMat[0, 2];
2430 obj.I.M10 = pMat[1, 0];
2431 obj.I.M11 = pMat[1, 1];
2432 obj.I.M12 = pMat[1, 2];
2433 obj.I.M20 = pMat[2, 0];
2434 obj.I.M21 = pMat[2, 1];
2435 obj.I.M22 = pMat[2, 2];
2436 return obj;
2437 }
2438
2439 public override void SubscribeEvents(int ms)
2440 {
2441 m_eventsubscription = ms;
2442 _parent_scene.addCollisionEventReporting(this);
2443 }
2444
2445 public override void UnSubscribeEvents()
2446 {
2447 _parent_scene.remCollisionEventReporting(this);
2448 m_eventsubscription = 0;
2449 }
2450
2451 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
2452 {
2453 if (CollisionEventsThisFrame == null)
2454 CollisionEventsThisFrame = new CollisionEventUpdate();
2455 CollisionEventsThisFrame.addCollider(CollidedWith, contact);
2456 }
2457
2458 public void SendCollisions()
2459 {
2460 if (CollisionEventsThisFrame == null)
2461 return;
2462
2463 base.SendCollisionUpdate(CollisionEventsThisFrame);
2464
2465 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
2466 CollisionEventsThisFrame = null;
2467 else
2468 CollisionEventsThisFrame = new CollisionEventUpdate();
2469 }
2470
2471 public override bool SubscribedEvents()
2472 {
2473 if (m_eventsubscription > 0)
2474 return true;
2475 return false;
2476 }
2477
2478 public static Matrix4 Inverse(Matrix4 pMat)
2479 {
2480 if (determinant3x3(pMat) == 0)
2481 {
2482 return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
2483 }
2484
2485
2486
2487 return (Adjoint(pMat) / determinant3x3(pMat));
2488 }
2489
2490 public static Matrix4 Adjoint(Matrix4 pMat)
2491 {
2492 Matrix4 adjointMatrix = new Matrix4();
2493 for (int i=0; i<4; i++)
2494 {
2495 for (int j=0; j<4; j++)
2496 {
2497 Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
2498 }
2499 }
2500
2501 adjointMatrix = Transpose(adjointMatrix);
2502 return adjointMatrix;
2503 }
2504
2505 public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
2506 {
2507 Matrix4 minor = new Matrix4();
2508 int m = 0, n = 0;
2509 for (int i = 0; i < 4; i++)
2510 {
2511 if (i == iRow)
2512 continue;
2513 n = 0;
2514 for (int j = 0; j < 4; j++)
2515 {
2516 if (j == iCol)
2517 continue;
2518 Matrix4SetValue(ref minor, m,n, matrix[i, j]);
2519 n++;
2520 }
2521 m++;
2522 }
2523 return minor;
2524 }
2525
2526 public static Matrix4 Transpose(Matrix4 pMat)
2527 {
2528 Matrix4 transposeMatrix = new Matrix4();
2529 for (int i = 0; i < 4; i++)
2530 for (int j = 0; j < 4; j++)
2531 Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
2532 return transposeMatrix;
2533 }
2534
2535 public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
2536 {
2537 switch (r)
2538 {
2539 case 0:
2540 switch (c)
2541 {
2542 case 0:
2543 pMat.M11 = val;
2544 break;
2545 case 1:
2546 pMat.M12 = val;
2547 break;
2548 case 2:
2549 pMat.M13 = val;
2550 break;
2551 case 3:
2552 pMat.M14 = val;
2553 break;
2554 }
2555
2556 break;
2557 case 1:
2558 switch (c)
2559 {
2560 case 0:
2561 pMat.M21 = val;
2562 break;
2563 case 1:
2564 pMat.M22 = val;
2565 break;
2566 case 2:
2567 pMat.M23 = val;
2568 break;
2569 case 3:
2570 pMat.M24 = val;
2571 break;
2572 }
2573
2574 break;
2575 case 2:
2576 switch (c)
2577 {
2578 case 0:
2579 pMat.M31 = val;
2580 break;
2581 case 1:
2582 pMat.M32 = val;
2583 break;
2584 case 2:
2585 pMat.M33 = val;
2586 break;
2587 case 3:
2588 pMat.M34 = val;
2589 break;
2590 }
2591
2592 break;
2593 case 3:
2594 switch (c)
2595 {
2596 case 0:
2597 pMat.M41 = val;
2598 break;
2599 case 1:
2600 pMat.M42 = val;
2601 break;
2602 case 2:
2603 pMat.M43 = val;
2604 break;
2605 case 3:
2606 pMat.M44 = val;
2607 break;
2608 }
2609
2610 break;
2611 }
2612 }
2613 private static float determinant3x3(Matrix4 pMat)
2614 {
2615 float det = 0;
2616 float diag1 = pMat[0, 0]*pMat[1, 1]*pMat[2, 2];
2617 float diag2 = pMat[0, 1]*pMat[2, 1]*pMat[2, 0];
2618 float diag3 = pMat[0, 2]*pMat[1, 0]*pMat[2, 1];
2619 float diag4 = pMat[2, 0]*pMat[1, 1]*pMat[0, 2];
2620 float diag5 = pMat[2, 1]*pMat[1, 2]*pMat[0, 0];
2621 float diag6 = pMat[2, 2]*pMat[1, 0]*pMat[0, 1];
2622
2623 det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
2624 return det;
2625
2626 }
2627
2628 private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
2629 {
2630 dst.c.W = src.c.W;
2631 dst.c.X = src.c.X;
2632 dst.c.Y = src.c.Y;
2633 dst.c.Z = src.c.Z;
2634 dst.mass = src.mass;
2635 dst.I.M00 = src.I.M00;
2636 dst.I.M01 = src.I.M01;
2637 dst.I.M02 = src.I.M02;
2638 dst.I.M10 = src.I.M10;
2639 dst.I.M11 = src.I.M11;
2640 dst.I.M12 = src.I.M12;
2641 dst.I.M20 = src.I.M20;
2642 dst.I.M21 = src.I.M21;
2643 dst.I.M22 = src.I.M22;
2644 }
2645
2646 public override void SetMaterial(int pMaterial)
2647 {
2648 m_material = pMaterial;
2649 }
2650
2651 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
2652 {
2653 switch (pParam)
2654 {
2655 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
2656 if (pValue < 0.01f) pValue = 0.01f;
2657 // m_angularDeflectionEfficiency = pValue;
2658 break;
2659 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
2660 if (pValue < 0.1f) pValue = 0.1f;
2661 // m_angularDeflectionTimescale = pValue;
2662 break;
2663 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
2664 if (pValue < 0.3f) pValue = 0.3f;
2665 m_angularMotorDecayTimescale = pValue;
2666 break;
2667 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
2668 if (pValue < 0.3f) pValue = 0.3f;
2669 m_angularMotorTimescale = pValue;
2670 break;
2671 case Vehicle.BANKING_EFFICIENCY:
2672 if (pValue < 0.01f) pValue = 0.01f;
2673 // m_bankingEfficiency = pValue;
2674 break;
2675 case Vehicle.BANKING_MIX:
2676 if (pValue < 0.01f) pValue = 0.01f;
2677 // m_bankingMix = pValue;
2678 break;
2679 case Vehicle.BANKING_TIMESCALE:
2680 if (pValue < 0.01f) pValue = 0.01f;
2681 // m_bankingTimescale = pValue;
2682 break;
2683 case Vehicle.BUOYANCY:
2684 if (pValue < -1f) pValue = -1f;
2685 if (pValue > 1f) pValue = 1f;
2686 m_VehicleBuoyancy = pValue;
2687 break;
2688// case Vehicle.HOVER_EFFICIENCY:
2689// if (pValue < 0f) pValue = 0f;
2690// if (pValue > 1f) pValue = 1f;
2691// m_VhoverEfficiency = pValue;
2692// break;
2693 case Vehicle.HOVER_HEIGHT:
2694 m_VhoverHeight = pValue;
2695 break;
2696 case Vehicle.HOVER_TIMESCALE:
2697 if (pValue < 0.1f) pValue = 0.1f;
2698 m_VhoverTimescale = pValue;
2699 break;
2700 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
2701 if (pValue < 0.01f) pValue = 0.01f;
2702 // m_linearDeflectionEfficiency = pValue;
2703 break;
2704 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
2705 if (pValue < 0.01f) pValue = 0.01f;
2706 // m_linearDeflectionTimescale = pValue;
2707 break;
2708 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
2709 if (pValue < 0.3f) pValue = 0.3f;
2710 m_linearMotorDecayTimescale = pValue;
2711 break;
2712 case Vehicle.LINEAR_MOTOR_TIMESCALE:
2713 if (pValue < 0.1f) pValue = 0.1f;
2714 m_linearMotorTimescale = pValue;
2715 break;
2716 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
2717 if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
2718 if (pValue > 1.0f) pValue = 1.0f;
2719 m_verticalAttractionEfficiency = pValue;
2720 break;
2721 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
2722 if (pValue < 0.1f) pValue = 0.1f;
2723 m_verticalAttractionTimescale = pValue;
2724 break;
2725
2726 // These are vector properties but the engine lets you use a single float value to
2727 // set all of the components to the same value
2728 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2729 if (pValue > 30f) pValue = 30f;
2730 if (pValue < 0.1f) pValue = 0.1f;
2731 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
2732 break;
2733 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2734 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
2735 UpdateAngDecay();
2736 break;
2737 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2738 if (pValue < 0.1f) pValue = 0.1f;
2739 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
2740 break;
2741 case Vehicle.LINEAR_MOTOR_DIRECTION:
2742 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
2743 UpdateLinDecay();
2744 break;
2745 case Vehicle.LINEAR_MOTOR_OFFSET:
2746 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
2747 break;
2748
2749 }
2750
2751 }//end ProcessFloatVehicleParam
2752
2753 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
2754 {
2755 switch (pParam)
2756 {
2757 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2758 if (pValue.X > 30f) pValue.X = 30f;
2759 if (pValue.X < 0.1f) pValue.X = 0.1f;
2760 if (pValue.Y > 30f) pValue.Y = 30f;
2761 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2762 if (pValue.Z > 30f) pValue.Z = 30f;
2763 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2764 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2765 break;
2766 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2767 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
2768 // Limit requested angular speed to 2 rps= 4 pi rads/sec
2769 if(m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
2770 if(m_angularMotorDirection.X < - 12.56f) m_angularMotorDirection.X = - 12.56f;
2771 if(m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
2772 if(m_angularMotorDirection.Y < - 12.56f) m_angularMotorDirection.Y = - 12.56f;
2773 if(m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
2774 if(m_angularMotorDirection.Z < - 12.56f) m_angularMotorDirection.Z = - 12.56f;
2775 UpdateAngDecay();
2776 break;
2777 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2778 if (pValue.X < 0.1f) pValue.X = 0.1f;
2779 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2780 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2781 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2782 break;
2783 case Vehicle.LINEAR_MOTOR_DIRECTION:
2784 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
2785 UpdateLinDecay();
2786 break;
2787 case Vehicle.LINEAR_MOTOR_OFFSET:
2788 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
2789 break;
2790 }
2791
2792 }//end ProcessVectorVehicleParam
2793
2794 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
2795 {
2796 switch (pParam)
2797 {
2798 case Vehicle.REFERENCE_FRAME:
2799 // m_referenceFrame = pValue;
2800 break;
2801 }
2802
2803 }//end ProcessRotationVehicleParam
2804
2805 internal void ProcessVehicleFlags(int pParam, bool remove)
2806 {
2807 if (remove)
2808 {
2809 m_flags &= ~((VehicleFlag)pParam);
2810 }
2811 else
2812 {
2813 m_flags |= (VehicleFlag)pParam;
2814 }
2815 }
2816
2817 internal void ProcessTypeChange(Vehicle pType)
2818 {
2819 // Set Defaults For Type
2820 m_type = pType;
2821 switch (pType)
2822 {
2823 case Vehicle.TYPE_SLED:
2824 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
2825 m_angularFrictionTimescale = new Vector3(30, 30, 30);
2826// m_lLinMotorVel = Vector3.Zero;
2827 m_linearMotorTimescale = 1000;
2828 m_linearMotorDecayTimescale = 120;
2829 m_angularMotorDirection = Vector3.Zero;
2830 m_angularMotorDVel = Vector3.Zero;
2831 m_angularMotorTimescale = 1000;
2832 m_angularMotorDecayTimescale = 120;
2833 m_VhoverHeight = 0;
2834// m_VhoverEfficiency = 1;
2835 m_VhoverTimescale = 10;
2836 m_VehicleBuoyancy = 0;
2837 // m_linearDeflectionEfficiency = 1;
2838 // m_linearDeflectionTimescale = 1;
2839 // m_angularDeflectionEfficiency = 1;
2840 // m_angularDeflectionTimescale = 1000;
2841 // m_bankingEfficiency = 0;
2842 // m_bankingMix = 1;
2843 // m_bankingTimescale = 10;
2844 // m_referenceFrame = Quaternion.Identity;
2845 m_flags &=
2846 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2847 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
2848 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2849 break;
2850 case Vehicle.TYPE_CAR:
2851 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
2852 m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30.
2853// m_lLinMotorVel = Vector3.Zero;
2854 m_linearMotorTimescale = 1;
2855 m_linearMotorDecayTimescale = 60;
2856 m_angularMotorDirection = Vector3.Zero;
2857 m_angularMotorDVel = Vector3.Zero;
2858 m_angularMotorTimescale = 1;
2859 m_angularMotorDecayTimescale = 0.8f;
2860 m_VhoverHeight = 0;
2861// m_VhoverEfficiency = 0;
2862 m_VhoverTimescale = 1000;
2863 m_VehicleBuoyancy = 0;
2864 // // m_linearDeflectionEfficiency = 1;
2865 // // m_linearDeflectionTimescale = 2;
2866 // // m_angularDeflectionEfficiency = 0;
2867 // m_angularDeflectionTimescale = 10;
2868 m_verticalAttractionEfficiency = 1f;
2869 m_verticalAttractionTimescale = 10f;
2870 // m_bankingEfficiency = -0.2f;
2871 // m_bankingMix = 1;
2872 // m_bankingTimescale = 1;
2873 // m_referenceFrame = Quaternion.Identity;
2874 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
2875 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
2876 VehicleFlag.LIMIT_MOTOR_UP);
2877 break;
2878 case Vehicle.TYPE_BOAT:
2879 m_linearFrictionTimescale = new Vector3(10, 3, 2);
2880 m_angularFrictionTimescale = new Vector3(10,10,10);
2881// m_lLinMotorVel = Vector3.Zero;
2882 m_linearMotorTimescale = 5;
2883 m_linearMotorDecayTimescale = 60;
2884 m_angularMotorDirection = Vector3.Zero;
2885 m_angularMotorDVel = Vector3.Zero;
2886 m_angularMotorTimescale = 4;
2887 m_angularMotorDecayTimescale = 4;
2888 m_VhoverHeight = 0;
2889// m_VhoverEfficiency = 0.5f;
2890 m_VhoverTimescale = 2;
2891 m_VehicleBuoyancy = 1;
2892 // m_linearDeflectionEfficiency = 0.5f;
2893 // m_linearDeflectionTimescale = 3;
2894 // m_angularDeflectionEfficiency = 0.5f;
2895 // m_angularDeflectionTimescale = 5;
2896 m_verticalAttractionEfficiency = 0.5f;
2897 m_verticalAttractionTimescale = 5f;
2898 // m_bankingEfficiency = -0.3f;
2899 // m_bankingMix = 0.8f;
2900 // m_bankingTimescale = 1;
2901 // m_referenceFrame = Quaternion.Identity;
2902 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
2903 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
2904 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
2905 VehicleFlag.LIMIT_MOTOR_UP);
2906 break;
2907 case Vehicle.TYPE_AIRPLANE:
2908 m_linearFrictionTimescale = new Vector3(200, 10, 5);
2909 m_angularFrictionTimescale = new Vector3(20, 20, 20);
2910// m_lLinMotorVel = Vector3.Zero;
2911 m_linearMotorTimescale = 2;
2912 m_linearMotorDecayTimescale = 60;
2913 m_angularMotorDirection = Vector3.Zero;
2914 m_angularMotorDVel = Vector3.Zero;
2915 m_angularMotorTimescale = 4;
2916 m_angularMotorDecayTimescale = 4;
2917 m_VhoverHeight = 0;
2918// m_VhoverEfficiency = 0.5f;
2919 m_VhoverTimescale = 1000;
2920 m_VehicleBuoyancy = 0;
2921 // m_linearDeflectionEfficiency = 0.5f;
2922 // m_linearDeflectionTimescale = 3;
2923 // m_angularDeflectionEfficiency = 1;
2924 // m_angularDeflectionTimescale = 2;
2925 m_verticalAttractionEfficiency = 0.9f;
2926 m_verticalAttractionTimescale = 2f;
2927 // m_bankingEfficiency = 1;
2928 // m_bankingMix = 0.7f;
2929 // m_bankingTimescale = 2;
2930 // m_referenceFrame = Quaternion.Identity;
2931 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2932 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2933 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
2934 break;
2935 case Vehicle.TYPE_BALLOON:
2936 m_linearFrictionTimescale = new Vector3(5, 5, 5);
2937 m_angularFrictionTimescale = new Vector3(10, 10, 10);
2938 m_linearMotorTimescale = 5;
2939 m_linearMotorDecayTimescale = 60;
2940 m_angularMotorDirection = Vector3.Zero;
2941 m_angularMotorDVel = Vector3.Zero;
2942 m_angularMotorTimescale = 6;
2943 m_angularMotorDecayTimescale = 10;
2944 m_VhoverHeight = 5;
2945// m_VhoverEfficiency = 0.8f;
2946 m_VhoverTimescale = 10;
2947 m_VehicleBuoyancy = 1;
2948 // m_linearDeflectionEfficiency = 0;
2949 // m_linearDeflectionTimescale = 5;
2950 // m_angularDeflectionEfficiency = 0;
2951 // m_angularDeflectionTimescale = 5;
2952 m_verticalAttractionEfficiency = 1f;
2953 m_verticalAttractionTimescale = 100f;
2954 // m_bankingEfficiency = 0;
2955 // m_bankingMix = 0.7f;
2956 // m_bankingTimescale = 5;
2957 // m_referenceFrame = Quaternion.Identity;
2958 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2959 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2960 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
2961 break;
2962
2963 }
2964 }//end SetDefaultsForType
2965
2966 internal void Enable(IntPtr pBody, OdeScene pParentScene)
2967 {
2968 if (m_type == Vehicle.TYPE_NONE)
2969 return;
2970
2971 m_body = pBody;
2972 }
2973
2974
2975 internal void Halt()
2976 { // Kill all motions, when non-physical
2977 // m_linearMotorDirection = Vector3.Zero;
2978 m_lLinMotorDVel = Vector3.Zero;
2979 m_lLinObjectVel = Vector3.Zero;
2980 m_wLinObjectVel = Vector3.Zero;
2981 m_angularMotorDirection = Vector3.Zero;
2982 m_lastAngularVelocity = Vector3.Zero;
2983 m_angularMotorDVel = Vector3.Zero;
2984 _acceleration = Vector3.Zero;
2985 }
2986
2987 private void UpdateLinDecay()
2988 {
2989// if (Math.Abs(m_linearMotorDirection.X) > Math.Abs(m_lLinMotorDVel.X)) m_lLinMotorDVel.X = m_linearMotorDirection.X;
2990// if (Math.Abs(m_linearMotorDirection.Y) > Math.Abs(m_lLinMotorDVel.Y)) m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
2991// if (Math.Abs(m_linearMotorDirection.Z) > Math.Abs(m_lLinMotorDVel.Z)) m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
2992 m_lLinMotorDVel.X = m_linearMotorDirection.X;
2993 m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
2994 m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
2995 } // else let the motor decay on its own
2996
2997 private void UpdateAngDecay()
2998 {
2999// if (Math.Abs(m_angularMotorDirection.X) > Math.Abs(m_angularMotorDVel.X)) m_angularMotorDVel.X = m_angularMotorDirection.X;
3000// if (Math.Abs(m_angularMotorDirection.Y) > Math.Abs(m_angularMotorDVel.Y)) m_angularMotorDVel.Y = m_angularMotorDirection.Y;
3001// if (Math.Abs(m_angularMotorDirection.Z) > Math.Abs(m_angularMotorDVel.Z)) m_angularMotorDVel.Z = m_angularMotorDirection.Z;
3002 m_angularMotorDVel.X = m_angularMotorDirection.X;
3003 m_angularMotorDVel.Y = m_angularMotorDirection.Y;
3004 m_angularMotorDVel.Z = m_angularMotorDirection.Z;
3005 } // else let the motor decay on its own
3006
3007 public void Move(float timestep)
3008 {
3009 float fx = 0;
3010 float fy = 0;
3011 float fz = 0;
3012 Vector3 linvel; // velocity applied, including any reversal
3013 int outside = 0;
3014
3015 // If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders.
3016 // This is a temp patch until proper region crossing is developed.
3017
3018 int failureLimit = _parent_scene.geomCrossingFailuresBeforeOutofbounds;
3019 int fence = _parent_scene.geomRegionFence;
3020
3021 float border_limit = 0.05f; // original limit
3022 if (fence == 1) border_limit = 0.5f; // bounce point
3023
3024 frcount++; // used to limit debug comment output
3025 if (frcount > 50)
3026 frcount = 0;
3027
3028 if(revcount > 0) revcount--;
3029
3030 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // Only move root prims.
3031 {
3032 // Old public void UpdatePositionAndVelocity(), more accuratley calculated here
3033 bool lastZeroFlag = _zeroFlag; // was it stopped
3034
3035 d.Vector3 vec = d.BodyGetPosition(Body);
3036 Vector3 l_position = Vector3.Zero;
3037 l_position.X = vec.X;
3038 l_position.Y = vec.Y;
3039 l_position.Z = vec.Z;
3040 m_lastposition = _position;
3041 _position = l_position;
3042
3043 d.Quaternion ori = d.BodyGetQuaternion(Body);
3044 // Quaternion l_orientation = Quaternion.Identity;
3045 _orientation.X = ori.X;
3046 _orientation.Y = ori.Y;
3047 _orientation.Z = ori.Z;
3048 _orientation.W = ori.W;
3049 m_lastorientation = _orientation;
3050
3051 d.Vector3 vel = d.BodyGetLinearVel(Body);
3052 m_lastVelocity = _velocity;
3053 _velocity.X = vel.X;
3054 _velocity.Y = vel.Y;
3055 _velocity.Z = vel.Z;
3056 _acceleration = ((_velocity - m_lastVelocity) / timestep);
3057
3058 d.Vector3 torque = d.BodyGetTorque(Body);
3059 _torque = new Vector3(torque.X, torque.Y, torque.Z);
3060
3061 base.RequestPhysicsterseUpdate();
3062
3063//Console.WriteLine("Move {0} at {1}", m_primName, l_position);
3064
3065 // Check if outside region
3066 // In Scene.cs/CrossPrimGroupIntoNewRegion the object is checked for 0.1M from border!
3067 if (l_position.X > ((float)_parent_scene.WorldExtents.X - border_limit))
3068 {
3069 l_position.X = ((float)_parent_scene.WorldExtents.X - border_limit);
3070 outside = 1;
3071 }
3072
3073 if (l_position.X < border_limit)
3074 {
3075 l_position.X = border_limit;
3076 outside = 2;
3077 }
3078 if (l_position.Y > ((float)_parent_scene.WorldExtents.Y - border_limit))
3079 {
3080 l_position.Y = ((float)_parent_scene.WorldExtents.Y - border_limit);
3081 outside = 3;
3082 }
3083
3084 if (l_position.Y < border_limit)
3085 {
3086 l_position.Y = border_limit;
3087 outside = 4;
3088 }
3089
3090 if (outside > 0)
3091 {
3092//Console.WriteLine(" fence = {0}",fence);
3093
3094//Console.WriteLine("Border {0}", l_position);
3095 if (fence == 1) // bounce object off boundary
3096 {
3097 if (revcount == 0)
3098 {
3099 if (outside < 3)
3100 {
3101 _velocity.X = -_velocity.X;
3102 }
3103 else
3104 {
3105 _velocity.Y = -_velocity.Y;
3106 }
3107 if (m_type != Vehicle.TYPE_NONE) Halt();
3108 _position = l_position;
3109 m_taintposition = _position;
3110 m_lastVelocity = _velocity;
3111 _acceleration = Vector3.Zero;
3112 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
3113 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
3114 base.RequestPhysicsterseUpdate();
3115
3116 revcount = 25; // wait for object to move away from border
3117 }
3118 } // else old crossing mode
3119 else if (m_crossingfailures < failureLimit)
3120 { // keep trying to cross?
3121 _position = l_position;
3122 //_parent_scene.remActivePrim(this);
3123 if (_parent == null) base.RequestPhysicsterseUpdate();
3124 return; // Dont process any other motion?
3125 }
3126 else
3127 { // Too many tries
3128 if (_parent == null) base.RaiseOutOfBounds(l_position);
3129//Console.WriteLine("ROOB 2");
3130
3131 return; // Dont process any other motion?
3132 } // end various methods
3133 } // end outside region horizontally
3134
3135
3136 if (l_position.Z < 0)
3137 {
3138 // This is so prim that get lost underground don't fall forever and suck up
3139 //
3140 // Sim resources and memory.
3141 // Disables the prim's movement physics....
3142 // It's a hack and will generate a console message if it fails.
3143
3144 //IsPhysical = false;
3145 if (_parent == null) base.RaiseOutOfBounds(_position);
3146//Console.WriteLine("ROOB 3");
3147
3148
3149 _acceleration.X = 0; // This stuff may stop client display but it has no
3150 _acceleration.Y = 0; // effect on the object in phys engine!
3151 _acceleration.Z = 0;
3152
3153 _velocity.X = 0;
3154 _velocity.Y = 0;
3155 _velocity.Z = 0;
3156 m_rotationalVelocity.X = 0;
3157 m_rotationalVelocity.Y = 0;
3158 m_rotationalVelocity.Z = 0;
3159
3160 if (_parent == null) base.RequestPhysicsterseUpdate();
3161
3162 m_throttleUpdates = false;
3163 throttleCounter = 0;
3164 _zeroFlag = true;
3165 //outofBounds = true;
3166 } // end neg Z check
3167
3168 // Is it moving?
3169 if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
3170 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
3171 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02)
3172 && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001)) // KF 0.01 is far to large
3173 {
3174 _zeroFlag = true;
3175 m_throttleUpdates = false;
3176 }
3177 else
3178 {
3179 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3180 _zeroFlag = false;
3181 m_lastUpdateSent = false;
3182 //m_throttleUpdates = false;
3183 }
3184
3185 if (_zeroFlag)
3186 { // Its stopped
3187 _velocity.X = 0.0f;
3188 _velocity.Y = 0.0f;
3189 _velocity.Z = 0.0f;
3190
3191 _acceleration.X = 0;
3192 _acceleration.Y = 0;
3193 _acceleration.Z = 0;
3194
3195 m_rotationalVelocity.X = 0;
3196 m_rotationalVelocity.Y = 0;
3197 m_rotationalVelocity.Z = 0;
3198 if (!m_lastUpdateSent)
3199 {
3200 m_throttleUpdates = false;
3201 throttleCounter = 0;
3202 if (_parent == null)
3203 {
3204 base.RequestPhysicsterseUpdate();
3205 }
3206
3207 m_lastUpdateSent = true;
3208 }
3209 }
3210 else
3211 { // Its moving
3212 if (lastZeroFlag != _zeroFlag)
3213 {
3214 if (_parent == null)
3215 {
3216 base.RequestPhysicsterseUpdate();
3217 }
3218 }
3219 m_lastUpdateSent = false;
3220 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3221 {
3222 if (_parent == null)
3223 {
3224 base.RequestPhysicsterseUpdate();
3225 }
3226 }
3227 else
3228 {
3229 throttleCounter++;
3230 }
3231 }
3232 m_lastposition = l_position;
3233
3234 /// End UpdatePositionAndVelocity insert
3235
3236
3237 // Rotation lock =====================================
3238 if(m_rotateEnableUpdate)
3239 {
3240 // Snapshot current angles, set up Amotor(s)
3241 m_rotateEnableUpdate = false;
3242 m_rotateEnable = m_rotateEnableRequest;
3243Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable);
3244
3245 if (Amotor != IntPtr.Zero)
3246 {
3247 d.JointDestroy(Amotor);
3248 Amotor = IntPtr.Zero;
3249Console.WriteLine("Old Amotor Destroyed");
3250 }
3251
3252 if (!m_rotateEnable.ApproxEquals(Vector3.One, 0.003f))
3253 { // not all are enabled
3254 d.Quaternion r = d.BodyGetQuaternion(Body);
3255 Quaternion locrot = new Quaternion(r.X, r.Y, r.Z, r.W);
3256 // extract the axes vectors
3257 Vector3 vX = new Vector3(1f,0f,0f);
3258 Vector3 vY = new Vector3(0f,1f,0f);
3259 Vector3 vZ = new Vector3(0f,0f,1f);
3260 vX = vX * locrot;
3261 vY = vY * locrot;
3262 vZ = vZ * locrot;
3263 // snapshot the current angle vectors
3264 m_lockX = vX;
3265 m_lockY = vY;
3266 m_lockZ = vZ;
3267 // m_lockRot = locrot;
3268 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
3269 d.JointAttach(Amotor, Body, IntPtr.Zero);
3270 d.JointSetAMotorMode(Amotor, 0); // User mode??
3271Console.WriteLine("New Amotor Created for {0}", m_primName);
3272
3273 float axisnum = 3; // how many to lock
3274 axisnum = (axisnum - (m_rotateEnable.X + m_rotateEnable.Y + m_rotateEnable.Z));
3275 d.JointSetAMotorNumAxes(Amotor,(int)axisnum);
3276Console.WriteLine("AxisNum={0}",(int)axisnum);
3277
3278 int i = 0;
3279
3280 if (m_rotateEnable.X == 0)
3281 {
3282 d.JointSetAMotorAxis(Amotor, i, 0, m_lockX.X, m_lockX.Y, m_lockX.Z);
3283Console.WriteLine("AxisX {0} set to {1}", i, m_lockX);
3284 i++;
3285 }
3286
3287 if (m_rotateEnable.Y == 0)
3288 {
3289 d.JointSetAMotorAxis(Amotor, i, 0, m_lockY.X, m_lockY.Y, m_lockY.Z);
3290Console.WriteLine("AxisY {0} set to {1}", i, m_lockY);
3291 i++;
3292 }
3293
3294 if (m_rotateEnable.Z == 0)
3295 {
3296 d.JointSetAMotorAxis(Amotor, i, 0, m_lockZ.X, m_lockZ.Y, m_lockZ.Z);
3297Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ);
3298 i++;
3299 }
3300
3301 // These lowstops and high stops are effectively (no wiggle room)
3302 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0f);
3303 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
3304 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0f);
3305 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
3306 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
3307 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
3308 d.JointSetAMotorParam(Amotor, (int) dParam.Vel, 0f);
3309 d.JointSetAMotorParam(Amotor, (int) dParam.Vel3, 0f);
3310 d.JointSetAMotorParam(Amotor, (int) dParam.Vel2, 0f);
3311 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f);
3312 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
3313 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
3314 } // else none are locked
3315 } // end Rotation Update
3316
3317
3318 // VEHICLE processing ==========================================
3319 if (m_type != Vehicle.TYPE_NONE)
3320 {
3321 // get body attitude
3322 d.Quaternion rot = d.BodyGetQuaternion(Body);
3323 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
3324 Quaternion irotq = Quaternion.Inverse(rotq);
3325
3326 // VEHICLE Linear Motion
3327 d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
3328 Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
3329 m_lLinObjectVel = vel_now * irotq;
3330
3331 if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate
3332 {
3333 if ( Vector3.Mag(m_lLinMotorDVel) < 1.0f)
3334 {
3335 float decayfactor = m_linearMotorDecayTimescale/timestep;
3336 Vector3 decayAmount = (m_lLinMotorDVel/decayfactor);
3337 m_lLinMotorDVel -= decayAmount;
3338 }
3339 else
3340 {
3341 float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale)));
3342 Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep;
3343 m_lLinMotorDVel -= decel;
3344 }
3345 if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3346 {
3347 m_lLinMotorDVel = Vector3.Zero;
3348 }
3349
3350 /* else
3351 {
3352 if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
3353 if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
3354 if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
3355 } */
3356 } // end linear motor decay
3357
3358 if ( (! m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
3359 {
3360 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
3361 if (m_linearMotorTimescale < 300.0f)
3362 {
3363 Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel;
3364 float linfactor = m_linearMotorTimescale/timestep;
3365 Vector3 attackAmount = (attack_error/linfactor) * 1.3f;
3366 m_lLinObjectVel += attackAmount;
3367 }
3368 if (m_linearFrictionTimescale.X < 300.0f)
3369 {
3370 float fricfactor = m_linearFrictionTimescale.X / timestep;
3371 float fricX = m_lLinObjectVel.X / fricfactor;
3372 m_lLinObjectVel.X -= fricX;
3373 }
3374 if (m_linearFrictionTimescale.Y < 300.0f)
3375 {
3376 float fricfactor = m_linearFrictionTimescale.Y / timestep;
3377 float fricY = m_lLinObjectVel.Y / fricfactor;
3378 m_lLinObjectVel.Y -= fricY;
3379 }
3380 if (m_linearFrictionTimescale.Z < 300.0f)
3381 {
3382 float fricfactor = m_linearFrictionTimescale.Z / timestep;
3383 float fricZ = m_lLinObjectVel.Z / fricfactor;
3384 m_lLinObjectVel.Z -= fricZ;
3385 }
3386 }
3387 m_wLinObjectVel = m_lLinObjectVel * rotq;
3388
3389 // Gravity and Buoyancy
3390 Vector3 grav = Vector3.Zero;
3391 if(m_VehicleBuoyancy < 1.0f)
3392 {
3393 // There is some gravity, make a gravity force vector
3394 // that is applied after object velocity.
3395 d.Mass objMass;
3396 d.BodyGetMass(Body, out objMass);
3397 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
3398 grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force
3399 } // else its 1.0, no gravity.
3400
3401 // Hovering
3402 if( (m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
3403 {
3404 // We should hover, get the target height
3405 d.Vector3 pos = d.BodyGetPosition(Body);
3406 if((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
3407 {
3408 m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight;
3409 }
3410 else if((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
3411 {
3412 m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
3413 }
3414 else if((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
3415 {
3416 m_VhoverTargetHeight = m_VhoverHeight;
3417 }
3418
3419 if((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
3420 {
3421 // If body is aready heigher, use its height as target height
3422 if(pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
3423 }
3424
3425// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
3426// m_VhoverTimescale = 0f; // time to acheive height
3427// timestep is time since last frame,in secs
3428 float herr0 = pos.Z - m_VhoverTargetHeight;
3429 // Replace Vertical speed with correction figure if significant
3430 if(Math.Abs(herr0) > 0.01f )
3431 {
3432 //? d.Mass objMass;
3433 //? d.BodyGetMass(Body, out objMass);
3434 m_wLinObjectVel.Z = - ( (herr0 * timestep * 50.0f) / m_VhoverTimescale);
3435 //KF: m_VhoverEfficiency is not yet implemented
3436 }
3437 else
3438 {
3439 m_wLinObjectVel.Z = 0f;
3440 }
3441 }
3442 else
3443 { // not hovering
3444 if (m_wLinObjectVel.Z == 0f)
3445 { // Gravity rules
3446 m_wLinObjectVel.Z = vel_now.Z;
3447 } // else the motor has it
3448 }
3449 linvel = m_wLinObjectVel;
3450
3451 // Vehicle Linear Motion done =======================================
3452 // Apply velocity
3453 d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z);
3454 // apply gravity force
3455 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
3456//if(frcount == 0) Console.WriteLine("Grav {0}", grav);
3457 // end MoveLinear()
3458
3459
3460 // MoveAngular
3461 /*
3462 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
3463
3464 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
3465 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
3466 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
3467
3468 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
3469 private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body
3470 */
3471//if(frcount == 0) Console.WriteLine("MoveAngular ");
3472
3473 d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body);
3474 Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z);
3475 angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation
3476
3477//if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel);
3478
3479 // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack.
3480 float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep);
3481 m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor;
3482 // Decay Angular Motor 2.
3483 if (m_angularMotorDecayTimescale < 300.0f)
3484 {
3485 if ( Vector3.Mag(m_angularMotorDVel) < 1.0f)
3486 {
3487 float decayfactor = (m_angularMotorDecayTimescale)/timestep;
3488 Vector3 decayAmount = (m_angularMotorDVel/decayfactor);
3489 m_angularMotorDVel -= decayAmount;
3490 }
3491 else
3492 {
3493 Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale;
3494 m_angularMotorDVel -= decel;
3495 }
3496
3497 if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3498 {
3499 m_angularMotorDVel = Vector3.Zero;
3500 }
3501 else
3502 {
3503 if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X;
3504 if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y;
3505 if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z;
3506 }
3507 } // end decay angular motor
3508//if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3509
3510//if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel);
3511
3512 if ( (! m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
3513 { // if motor or object have motion
3514 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
3515
3516 if (m_angularMotorTimescale < 300.0f)
3517 {
3518 Vector3 attack_error = m_angularMotorDVel - angObjectVel;
3519 float angfactor = m_angularMotorTimescale/timestep;
3520 Vector3 attackAmount = (attack_error/angfactor);
3521 angObjectVel += attackAmount;
3522//if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
3523//if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
3524 }
3525
3526 angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
3527 angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
3528 angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
3529 } // else no signif. motion
3530
3531//if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3532 // Bank section tba
3533 // Deflection section tba
3534//if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
3535
3536
3537 /* // Rotation Axis Disables:
3538 if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
3539 {
3540 if (m_angularEnable.X == 0)
3541 angObjectVel.X = 0f;
3542 if (m_angularEnable.Y == 0)
3543 angObjectVel.Y = 0f;
3544 if (m_angularEnable.Z == 0)
3545 angObjectVel.Z = 0f;
3546 }
3547 */
3548 angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation
3549
3550 // Vertical attractor section
3551 Vector3 vertattr = Vector3.Zero;
3552
3553 if(m_verticalAttractionTimescale < 300)
3554 {
3555 float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep);
3556 // make a vector pointing up
3557 Vector3 verterr = Vector3.Zero;
3558 verterr.Z = 1.0f;
3559 // rotate it to Body Angle
3560 verterr = verterr * rotq;
3561 // 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.
3562 // 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
3563 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
3564
3565 if (verterr.Z < 0.0f)
3566 { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to
3567 // vertical, BUT for some reason a z-rotation is imparted to the object. TBI.
3568//Console.WriteLine("InvertFlip");
3569 verterr.X = 2.0f - verterr.X;
3570 verterr.Y = 2.0f - verterr.Y;
3571 }
3572 verterr *= 0.5f;
3573 // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt)
3574 Vector3 xyav = angObjectVel;
3575 xyav.Z = 0.0f;
3576 if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
3577 {
3578 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
3579 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
3580 vertattr.X = verterr.Y;
3581 vertattr.Y = - verterr.X;
3582 vertattr.Z = 0f;
3583//if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
3584
3585 // scaling appears better usingsquare-law
3586 float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
3587 float bounce = 1.0f - damped;
3588 // 0 = crit damp, 1 = bouncy
3589 float oavz = angObjectVel.Z; // retain z velocity
3590 // time-scaled correction, which sums, therefore is bouncy:
3591 angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce;
3592 // damped, good @ < 90:
3593 angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped);
3594 angObjectVel.Z = oavz;
3595//if(frcount == 0) Console.WriteLine("VA+");
3596//Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel);
3597 }
3598 else
3599 {
3600 // else error is very small
3601 angObjectVel.X = 0f;
3602 angObjectVel.Y = 0f;
3603//if(frcount == 0) Console.WriteLine("VA0");
3604 }
3605 } // else vertical attractor is off
3606//if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel);
3607
3608
3609 m_lastAngularVelocity = angObjectVel;
3610 // apply Angular Velocity to body
3611 d.BodySetAngularVel (Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
3612//if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity);
3613
3614 } // end VEHICLES
3615 else
3616 {
3617 // Dyamics (NON-'VEHICLES') are dealt with here ================================================================
3618
3619 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009
3620
3621 /// Dynamics Buoyancy
3622 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
3623 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
3624 // NB Prims in ODE are no subject to global gravity
3625 // This should only affect gravity operations
3626
3627 float m_mass = CalculateMass();
3628 // calculate z-force due togravity on object.
3629 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
3630
3631 if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget.
3632 {
3633 fz = 0; // llMoveToTarget ignores gravity.
3634 // it also ignores mass of object, and any physical resting on it.
3635 // Vector3 m_PIDTarget is where we are going
3636 // float m_PIDTau is time to get there
3637 fx = 0;
3638 fy = 0;
3639 d.Vector3 pos = d.BodyGetPosition(Body);
3640 Vector3 error = new Vector3(
3641 (m_PIDTarget.X - pos.X),
3642 (m_PIDTarget.Y - pos.Y),
3643 (m_PIDTarget.Z - pos.Z));
3644 if (error.ApproxEquals(Vector3.Zero,0.01f))
3645 { // Very close, Jump there and quit move
3646 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3647 _target_velocity = Vector3.Zero;
3648 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3649 }
3650 else
3651 {
3652 float scale = 50.0f * timestep / m_PIDTau;
3653 if ((error.ApproxEquals(Vector3.Zero,0.5f)) && (_target_velocity != Vector3.Zero))
3654 {
3655 // Nearby, quit update of velocity
3656 }
3657 else
3658 { // Far, calc damped velocity
3659 _target_velocity = error * scale;
3660 }
3661 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3662 }
3663 } // end PID MoveToTarget
3664
3665 /* Original OS implementation: Does not work correctly as another phys object resting on THIS object purturbs its position.
3666 This is incorrect behavior. llMoveToTarget must move the Body no matter what phys object is resting on it.
3667
3668 //if (!d.BodyIsEnabled(Body))
3669 //d.BodySetForce(Body, 0f, 0f, 0f);
3670
3671 // no lock; for now it's only called from within Simulate()
3672
3673 // If the PID Controller isn't active then we set our force
3674 // calculating base velocity to the current position
3675
3676 if ((m_PIDTau < 1) && (m_PIDTau != 0))
3677 {
3678 //PID_G = PID_G / m_PIDTau;
3679 m_PIDTau = 1;
3680 }
3681
3682 if ((PID_G - m_PIDTau) <= 0)
3683 {
3684 PID_G = m_PIDTau + 1;
3685 }
3686 //PidStatus = true;
3687
3688 // PhysicsVector vec = new PhysicsVector();
3689// d.Vector3 vel = d.BodyGetLinearVel(Body);
3690
3691 d.Vector3 pos = d.BodyGetPosition(Body);
3692 _target_velocity =
3693 new Vector3(
3694 (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep),
3695 (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep),
3696 (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep)
3697 );
3698
3699if(frcount == 0) Console.WriteLine("PID {0} b={1} fz={2} vel={3}", m_primName, m_buoyancy, fz, _target_velocity);
3700 // if velocity is zero, use position control; otherwise, velocity control
3701
3702 if (_target_velocity.ApproxEquals(Vector3.Zero,0.1f))
3703 {
3704 // keep track of where we stopped. No more slippin' & slidin'
3705
3706 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3707 // react to the physics scene by moving it's position.
3708 // Avatar to Avatar collisions
3709 // Prim to avatar collisions
3710
3711 //fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
3712 //fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2);
3713 //fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
3714 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3715 d.BodySetLinearVel(Body, 0, 0, 0);
3716 d.BodyAddForce(Body, 0, 0, fz);
3717 // return;
3718 }
3719 else
3720 {
3721 _zeroFlag = false;
3722
3723 // We're flying and colliding with something
3724 fx = ((_target_velocity.X) - vel.X) * (PID_D);
3725 fy = ((_target_velocity.Y) - vel.Y) * (PID_D);
3726
3727 // vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
3728
3729 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3730 }
3731 } // end if (m_usePID)
3732 End of old PID system */
3733
3734
3735 /// Dynamics Hover ===================================================================================
3736 // Hover PID Controller can only run if the PIDcontroller is not in use.
3737 if (m_useHoverPID && !m_usePID)
3738 {
3739//Console.WriteLine("Hover " + m_primName);
3740
3741 // If we're using the PID controller, then we have no gravity
3742 fz = (-1 * _parent_scene.gravityz) * m_mass;
3743
3744 // no lock; for now it's only called from within Simulate()
3745
3746 // If the PID Controller isn't active then we set our force
3747 // calculating base velocity to the current position
3748
3749 if ((m_PIDTau < 1))
3750 {
3751 PID_G = PID_G / m_PIDTau;
3752 }
3753
3754 if ((PID_G - m_PIDTau) <= 0)
3755 {
3756 PID_G = m_PIDTau + 1;
3757 }
3758
3759
3760 // Where are we, and where are we headed?
3761 d.Vector3 pos = d.BodyGetPosition(Body);
3762// d.Vector3 vel = d.BodyGetLinearVel(Body);
3763
3764
3765 // Non-Vehicles have a limited set of Hover options.
3766 // determine what our target height really is based on HoverType
3767 switch (m_PIDHoverType)
3768 {
3769 case PIDHoverType.Ground:
3770 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3771 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3772 break;
3773 case PIDHoverType.GroundAndWater:
3774 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3775 m_waterHeight = _parent_scene.GetWaterLevel();
3776 if (m_groundHeight > m_waterHeight)
3777 {
3778 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3779 }
3780 else
3781 {
3782 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3783 }
3784 break;
3785
3786 } // end switch (m_PIDHoverType)
3787
3788
3789 _target_velocity =
3790 new Vector3(0.0f, 0.0f,
3791 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
3792 );
3793
3794 // if velocity is zero, use position control; otherwise, velocity control
3795
3796 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3797 {
3798 // keep track of where we stopped. No more slippin' & slidin'
3799
3800 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3801 // react to the physics scene by moving it's position.
3802 // Avatar to Avatar collisions
3803 // Prim to avatar collisions
3804 d.Vector3 dlinvel = vel;
3805
3806 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
3807 d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z);
3808 d.BodyAddForce(Body, 0, 0, fz);
3809 //KF this prevents furthur motions return;
3810 }
3811 else
3812 {
3813 _zeroFlag = false;
3814
3815 // We're flying and colliding with something
3816 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3817 }
3818 } // end m_useHoverPID && !m_usePID
3819
3820 /// Dynamics RotLookAt =================================================================================
3821 if (m_useAPID)
3822 {
3823 // RotLookAt, apparently overrides all other rotation sources. Inputs:
3824 // Quaternion m_APIDTarget
3825 // float m_APIDStrength // From SL experiments, this is the time to get there
3826 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
3827 // Also in SL the mass of the object has no effect on time to get there.
3828 // Factors:
3829 // get present body rotation
3830 float limit = 1.0f;
3831 float scaler = 50f; // adjusts damping time
3832 float RLAservo = 0f;
3833
3834 d.Quaternion rot = d.BodyGetQuaternion(Body);
3835 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
3836 Quaternion rot_diff = Quaternion.Inverse(rotq) * m_APIDTarget;
3837 float diff_angle;
3838 Vector3 diff_axis;
3839 rot_diff.GetAxisAngle(out diff_axis, out diff_angle);
3840 diff_axis.Normalize();
3841 if(diff_angle > 0.01f) // diff_angle is always +ve
3842 {
3843// PhysicsVector rotforce = new PhysicsVector(diff_axis.X, diff_axis.Y, diff_axis.Z);
3844 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
3845 rotforce = rotforce * rotq;
3846 if(diff_angle > limit) diff_angle = limit; // cap the rotate rate
3847// RLAservo = timestep / m_APIDStrength * m_mass * scaler;
3848 // rotforce = rotforce * RLAservo * diff_angle ;
3849 // d.BodyAddRelTorque(Body, rotforce.X, rotforce.Y, rotforce.Z);
3850 RLAservo = timestep / m_APIDStrength * scaler;
3851 rotforce = rotforce * RLAservo * diff_angle ;
3852 /*
3853 if (m_angularEnable.X == 0)
3854 rotforce.X = 0;
3855 if (m_angularEnable.Y == 0)
3856 rotforce.Y = 0;
3857 if (m_angularEnable.Z == 0)
3858 rotforce.Z = 0;
3859 */
3860 d.BodySetAngularVel (Body, rotforce.X, rotforce.Y, rotforce.Z);
3861//Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
3862 }
3863//if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
3864 } // end m_useAPID
3865
3866 /// Dynamics Apply Forces ===================================================================================
3867 fx *= m_mass;
3868 fy *= m_mass;
3869 //fz *= m_mass;
3870
3871 fx += m_force.X;
3872 fy += m_force.Y;
3873 fz += m_force.Z;
3874
3875 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3876 if (fx != 0 || fy != 0 || fz != 0)
3877 {
3878 //m_taintdisable = true;
3879 //base.RaiseOutOfBounds(Position);
3880 //d.BodySetLinearVel(Body, fx, fy, 0f);
3881 if (!d.BodyIsEnabled(Body))
3882 {
3883 // A physical body at rest on a surface will auto-disable after a while,
3884 // this appears to re-enable it incase the surface it is upon vanishes,
3885 // and the body should fall again.
3886 d.BodySetLinearVel(Body, 0f, 0f, 0f);
3887 d.BodySetForce(Body, 0, 0, 0);
3888 enableBodySoft();
3889 }
3890
3891 // 35x10 = 350n times the mass per second applied maximum.
3892 float nmax = 35f * m_mass;
3893 float nmin = -35f * m_mass;
3894
3895
3896 if (fx > nmax)
3897 fx = nmax;
3898 if (fx < nmin)
3899 fx = nmin;
3900 if (fy > nmax)
3901 fy = nmax;
3902 if (fy < nmin)
3903 fy = nmin;
3904 d.BodyAddForce(Body, fx, fy, fz);
3905//Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
3906 } // end apply forces
3907 } // end Dynamics
3908
3909/* obsolete?
3910 else
3911 { // is not physical, or is not a body or is selected
3912 // from old UpdatePositionAndVelocity, ... Not a body.. so Make sure the client isn't interpolating
3913 _velocity.X = 0;
3914 _velocity.Y = 0;
3915 _velocity.Z = 0;
3916
3917 _acceleration.X = 0;
3918 _acceleration.Y = 0;
3919 _acceleration.Z = 0;
3920
3921 m_rotationalVelocity.X = 0;
3922 m_rotationalVelocity.Y = 0;
3923 m_rotationalVelocity.Z = 0;
3924 _zeroFlag = true;
3925 return;
3926 }
3927 */
3928 } // end root prims
3929
3930 } // end Move()
3931 } // end class
3932}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..7314107
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,375 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Text;
33using OpenMetaverse;
34using OpenSim.Region.Physics.Manager;
35using Ode.NET;
36using log4net;
37
38namespace OpenSim.Region.Physics.OdePlugin
39{
40 /// <summary>
41 /// Processes raycast requests as ODE is in a state to be able to do them.
42 /// This ensures that it's thread safe and there will be no conflicts.
43 /// Requests get returned by a different thread then they were requested by.
44 /// </summary>
45 public class ODERayCastRequestManager
46 {
47 /// <summary>
48 /// Pending Raycast Requests
49 /// </summary>
50 protected List<ODERayCastRequest> m_PendingRequests = new List<ODERayCastRequest>();
51
52 /// <summary>
53 /// Scene that created this object.
54 /// </summary>
55 private OdeScene m_scene;
56
57 /// <summary>
58 /// ODE contact array to be filled by the collision testing
59 /// </summary>
60 d.ContactGeom[] contacts = new d.ContactGeom[5];
61
62 /// <summary>
63 /// ODE near callback delegate
64 /// </summary>
65 private d.NearCallback nearCallback;
66 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
67 private List<ContactResult> m_contactResults = new List<ContactResult>();
68
69
70 public ODERayCastRequestManager(OdeScene pScene)
71 {
72 m_scene = pScene;
73 nearCallback = near;
74
75 }
76
77 /// <summary>
78 /// Queues a raycast
79 /// </summary>
80 /// <param name="position">Origin of Ray</param>
81 /// <param name="direction">Ray normal</param>
82 /// <param name="length">Ray length</param>
83 /// <param name="retMethod">Return method to send the results</param>
84 public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
85 {
86 lock (m_PendingRequests)
87 {
88 ODERayCastRequest req = new ODERayCastRequest();
89 req.callbackMethod = retMethod;
90 req.length = length;
91 req.Normal = direction;
92 req.Origin = position;
93
94 m_PendingRequests.Add(req);
95 }
96 }
97
98 /// <summary>
99 /// Process all queued raycast requests
100 /// </summary>
101 /// <returns>Time in MS the raycasts took to process.</returns>
102 public int ProcessQueuedRequests()
103 {
104 int time = System.Environment.TickCount;
105 lock (m_PendingRequests)
106 {
107 if (m_PendingRequests.Count > 0)
108 {
109 ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
110 for (int i = 0; i < reqs.Length; i++)
111 {
112 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
113 RayCast(reqs[i]); // if there isn't anyone to send results
114 }
115 /*
116 foreach (ODERayCastRequest req in m_PendingRequests)
117 {
118 if (req.callbackMethod != null) // quick optimization here, don't raycast
119 RayCast(req); // if there isn't anyone to send results to
120
121 }
122 */
123 m_PendingRequests.Clear();
124 }
125 }
126
127 lock (m_contactResults)
128 m_contactResults.Clear();
129
130 return System.Environment.TickCount - time;
131 }
132
133 /// <summary>
134 /// Method that actually initiates the raycast
135 /// </summary>
136 /// <param name="req"></param>
137 private void RayCast(ODERayCastRequest req)
138 {
139 // Create the ray
140 IntPtr ray = d.CreateRay(m_scene.space, req.length);
141 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
142
143 // Collide test
144 d.SpaceCollide2(m_scene.space, ray, IntPtr.Zero, nearCallback);
145
146 // Remove Ray
147 d.GeomDestroy(ray);
148
149
150 // Define default results
151 bool hitYN = false;
152 uint hitConsumerID = 0;
153 float distance = 999999999999f;
154 Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
155 Vector3 snormal = Vector3.Zero;
156
157 // Find closest contact and object.
158 lock (m_contactResults)
159 {
160 foreach (ContactResult cResult in m_contactResults)
161 {
162 if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
163 {
164 closestcontact = cResult.Pos;
165 hitConsumerID = cResult.ConsumerID;
166 distance = cResult.Depth;
167 hitYN = true;
168 snormal = cResult.Normal;
169 }
170 }
171
172 m_contactResults.Clear();
173 }
174
175 // Return results
176 if (req.callbackMethod != null)
177 req.callbackMethod(hitYN, closestcontact, hitConsumerID, distance, snormal);
178 }
179
180 // This is the standard Near. Uses space AABBs to speed up detection.
181 private void near(IntPtr space, IntPtr g1, IntPtr g2)
182 {
183
184 //Don't test against heightfield Geom, or you'll be sorry!
185
186 /*
187 terminate called after throwing an instance of 'std::bad_alloc'
188 what(): std::bad_alloc
189 Stacktrace:
190
191 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0x00004>
192 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0xffffffff>
193 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0x00280>
194 at (wrapper native-to-managed) OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0xfff
195 fffff>
196 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0x00004>
197 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0xffffffff>
198 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.RayCast (OpenSim.Region.Physics.OdePlugin.ODERayCastRequest) <
199 0x00114>
200 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.ProcessQueuedRequests () <0x000eb>
201 at OpenSim.Region.Physics.OdePlugin.OdeScene.Simulate (single) <0x017e6>
202 at OpenSim.Region.Framework.Scenes.SceneGraph.UpdatePhysics (double) <0x00042>
203 at OpenSim.Region.Framework.Scenes.Scene.Update () <0x0039e>
204 at OpenSim.Region.Framework.Scenes.Scene.Heartbeat (object) <0x00019>
205 at (wrapper runtime-invoke) object.runtime_invoke_void__this___object (object,intptr,intptr,intptr) <0xffffffff>
206
207 Native stacktrace:
208
209 mono [0x80d2a42]
210 [0xb7f5840c]
211 /lib/i686/cmov/libc.so.6(abort+0x188) [0xb7d1a018]
212 /usr/lib/libstdc++.so.6(_ZN9__gnu_cxx27__verbose_terminate_handlerEv+0x158) [0xb45fc988]
213 /usr/lib/libstdc++.so.6 [0xb45fa865]
214 /usr/lib/libstdc++.so.6 [0xb45fa8a2]
215 /usr/lib/libstdc++.so.6 [0xb45fa9da]
216 /usr/lib/libstdc++.so.6(_Znwj+0x83) [0xb45fb033]
217 /usr/lib/libstdc++.so.6(_Znaj+0x1d) [0xb45fb11d]
218 libode.so(_ZN13dxHeightfield23dCollideHeightfieldZoneEiiiiP6dxGeomiiP12dContactGeomi+0xd04) [0xb46678e4]
219 libode.so(_Z19dCollideHeightfieldP6dxGeomS0_iP12dContactGeomi+0x54b) [0xb466832b]
220 libode.so(dCollide+0x102) [0xb46571b2]
221 [0x95cfdec9]
222 [0x8ea07fe1]
223 [0xab260146]
224 libode.so [0xb465a5c4]
225 libode.so(_ZN11dxHashSpace8collide2EPvP6dxGeomPFvS0_S2_S2_E+0x75) [0xb465bcf5]
226 libode.so(dSpaceCollide2+0x177) [0xb465ac67]
227 [0x95cf978e]
228 [0x8ea07945]
229 [0x95cf2bbc]
230 [0xab2787e7]
231 [0xab419fb3]
232 [0xab416657]
233 [0xab415bda]
234 [0xb609b08e]
235 mono(mono_runtime_delegate_invoke+0x34) [0x8192534]
236 mono [0x81a2f0f]
237 mono [0x81d28b6]
238 mono [0x81ea2c6]
239 /lib/i686/cmov/libpthread.so.0 [0xb7e744c0]
240 /lib/i686/cmov/libc.so.6(clone+0x5e) [0xb7dcd6de]
241 */
242
243 // Exclude heightfield geom
244
245 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
246 return;
247 if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass || d.GeomGetClass(g2) == d.GeomClassID.HeightfieldClass)
248 return;
249
250 // Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms.
251 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
252 {
253 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
254 return;
255
256 // Separating static prim geometry spaces.
257 // We'll be calling near recursivly if one
258 // of them is a space to find all of the
259 // contact points in the space
260 try
261 {
262 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
263 }
264 catch (AccessViolationException)
265 {
266 m_log.Warn("[PHYSICS]: Unable to collide test a space");
267 return;
268 }
269 //Colliding a space or a geom with a space or a geom. so drill down
270
271 //Collide all geoms in each space..
272 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
273 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
274 return;
275 }
276
277 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
278 return;
279
280 int count = 0;
281 try
282 {
283
284 if (g1 == g2)
285 return; // Can't collide with yourself
286
287 lock (contacts)
288 {
289 count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf);
290 }
291 }
292 catch (SEHException)
293 {
294 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
295 }
296 catch (Exception e)
297 {
298 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
299 return;
300 }
301
302 PhysicsActor p1 = null;
303 PhysicsActor p2 = null;
304
305 if (g1 != IntPtr.Zero)
306 m_scene.actor_name_map.TryGetValue(g1, out p1);
307
308 if (g2 != IntPtr.Zero)
309 m_scene.actor_name_map.TryGetValue(g1, out p2);
310
311 // Loop over contacts, build results.
312 for (int i = 0; i < count; i++)
313 {
314 if (p1 != null) {
315 if (p1 is OdePrim)
316 {
317 ContactResult collisionresult = new ContactResult();
318
319 collisionresult.ConsumerID = ((OdePrim)p1).m_localID;
320 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
321 collisionresult.Depth = contacts[i].depth;
322 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
323 contacts[i].normal.Z);
324 lock (m_contactResults)
325 m_contactResults.Add(collisionresult);
326 }
327 }
328
329 if (p2 != null)
330 {
331 if (p2 is OdePrim)
332 {
333 ContactResult collisionresult = new ContactResult();
334
335 collisionresult.ConsumerID = ((OdePrim)p2).m_localID;
336 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
337 collisionresult.Depth = contacts[i].depth;
338 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
339 contacts[i].normal.Z);
340
341 lock (m_contactResults)
342 m_contactResults.Add(collisionresult);
343 }
344 }
345
346
347 }
348
349 }
350
351 /// <summary>
352 /// Dereference the creator scene so that it can be garbage collected if needed.
353 /// </summary>
354 internal void Dispose()
355 {
356 m_scene = null;
357 }
358 }
359
360 public struct ODERayCastRequest
361 {
362 public Vector3 Origin;
363 public Vector3 Normal;
364 public float length;
365 public RaycastCallback callbackMethod;
366 }
367
368 public struct ContactResult
369 {
370 public Vector3 Pos;
371 public float Depth;
372 public uint ConsumerID;
373 public Vector3 Normal;
374 }
375}
diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
index ca7a4f8..b4a3c48 100644
--- a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
@@ -26,51 +26,23 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using OpenMetaverse;
30using Nini.Config; 30using Ode.NET;
31using OpenSim.Framework; 31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager; 32using OpenSim.Region.Physics.Manager;
33using PhysXWrapper; 33using OpenSim.Region.Physics.OdePlugin;
34using Quaternion=OpenMetaverse.Quaternion;
35using System.Reflection;
36using log4net;
37using OpenMetaverse;
38 34
39namespace OpenSim.Region.Physics.PhysXPlugin 35namespace OpenSim.Region.Physics.OdePlugin
40{ 36{
41 /// <summary> 37 class OdePhysicsJoint : PhysicsJoint
42 /// Will be the PhysX plugin but for now will be a very basic physics engine
43 /// </summary>
44 public class PhysXPlugin : IPhysicsPlugin
45 { 38 {
46 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 39 public override bool IsInPhysicsEngine
47 private PhysXScene _mScene;
48
49 public PhysXPlugin()
50 {
51 }
52
53 public bool Init()
54 { 40 {
55 return true; 41 get
56 }
57
58 public PhysicsScene GetScene(string sceneIdentifier)
59 {
60 if (_mScene == null)
61 { 42 {
62 _mScene = new PhysXScene(sceneIdentifier); 43 return (jointID != IntPtr.Zero);
63 } 44 }
64 return (_mScene);
65 }
66
67 public string GetName()
68 {
69 return ("RealPhysX");
70 }
71
72 public void Dispose()
73 {
74 } 45 }
46 public IntPtr jointID;
75 } 47 }
76} 48}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
new file mode 100644
index 0000000..ab084fd
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
@@ -0,0 +1,3859 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28//#define USE_DRAWSTUFF
29
30using System;
31using System.Collections.Generic;
32using System.Reflection;
33using System.Runtime.InteropServices;
34using System.Threading;
35using System.IO;
36using System.Diagnostics;
37using log4net;
38using Nini.Config;
39using Ode.NET;
40#if USE_DRAWSTUFF
41using Drawstuff.NET;
42#endif
43using OpenSim.Framework;
44using OpenSim.Region.Physics.Manager;
45using OpenMetaverse;
46
47//using OpenSim.Region.Physics.OdePlugin.Meshing;
48
49namespace OpenSim.Region.Physics.OdePlugin
50{
51 /// <summary>
52 /// ODE plugin
53 /// </summary>
54 public class OdePlugin : IPhysicsPlugin
55 {
56 //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
57
58 private CollisionLocker ode;
59 private OdeScene _mScene;
60
61 public OdePlugin()
62 {
63 ode = new CollisionLocker();
64 }
65
66 public bool Init()
67 {
68 return true;
69 }
70
71 public PhysicsScene GetScene(String sceneIdentifier)
72 {
73 if (_mScene == null)
74 {
75 // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to
76 // http://opensimulator.org/mantis/view.php?id=2750).
77 d.InitODE();
78
79 _mScene = new OdeScene(ode, sceneIdentifier);
80 }
81 return (_mScene);
82 }
83
84 public string GetName()
85 {
86 return ("ChODE");
87 }
88
89 public void Dispose()
90 {
91 }
92 }
93
94 public enum StatusIndicators : int
95 {
96 Generic = 0,
97 Start = 1,
98 End = 2
99 }
100
101 public struct sCollisionData
102 {
103 public uint ColliderLocalId;
104 public uint CollidedWithLocalId;
105 public int NumberOfCollisions;
106 public int CollisionType;
107 public int StatusIndicator;
108 public int lastframe;
109 }
110
111 [Flags]
112 public enum CollisionCategories : int
113 {
114 Disabled = 0,
115 Geom = 0x00000001,
116 Body = 0x00000002,
117 Space = 0x00000004,
118 Character = 0x00000008,
119 Land = 0x00000010,
120 Water = 0x00000020,
121 Wind = 0x00000040,
122 Sensor = 0x00000080,
123 Selected = 0x00000100
124 }
125
126 /// <summary>
127 /// Material type for a primitive
128 /// </summary>
129 public enum Material : int
130 {
131 /// <summary></summary>
132 Stone = 0,
133 /// <summary></summary>
134 Metal = 1,
135 /// <summary></summary>
136 Glass = 2,
137 /// <summary></summary>
138 Wood = 3,
139 /// <summary></summary>
140 Flesh = 4,
141 /// <summary></summary>
142 Plastic = 5,
143 /// <summary></summary>
144 Rubber = 6
145
146 }
147
148 public sealed class OdeScene : PhysicsScene
149 {
150 private readonly ILog m_log;
151 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
152
153 CollisionLocker ode;
154
155 private Random fluidRandomizer = new Random(Environment.TickCount);
156
157 private const uint m_regionWidth = Constants.RegionSize;
158 private const uint m_regionHeight = Constants.RegionSize;
159
160 private float ODE_STEPSIZE = 0.020f;
161 private float metersInSpace = 29.9f;
162 private float m_timeDilation = 1.0f;
163
164 public float gravityx = 0f;
165 public float gravityy = 0f;
166 public float gravityz = -9.8f;
167
168 private float contactsurfacelayer = 0.001f;
169
170 private int worldHashspaceLow = -4;
171 private int worldHashspaceHigh = 128;
172
173 private int smallHashspaceLow = -4;
174 private int smallHashspaceHigh = 66;
175
176 private float waterlevel = 0f;
177 private int framecount = 0;
178 //private int m_returncollisions = 10;
179
180 private readonly IntPtr contactgroup;
181
182 internal IntPtr LandGeom;
183 internal IntPtr WaterGeom;
184
185 private float nmTerrainContactFriction = 255.0f;
186 private float nmTerrainContactBounce = 0.1f;
187 private float nmTerrainContactERP = 0.1025f;
188
189 private float mTerrainContactFriction = 75f;
190 private float mTerrainContactBounce = 0.1f;
191 private float mTerrainContactERP = 0.05025f;
192
193 private float nmAvatarObjectContactFriction = 250f;
194 private float nmAvatarObjectContactBounce = 0.1f;
195
196 private float mAvatarObjectContactFriction = 75f;
197 private float mAvatarObjectContactBounce = 0.1f;
198
199 private float avPIDD = 3200f;
200 private float avPIDP = 1400f;
201 private float avCapRadius = 0.37f;
202 private float avStandupTensor = 2000000f;
203 private bool avCapsuleTilted = true; // true = old compatibility mode with leaning capsule; false = new corrected mode
204 public bool IsAvCapsuleTilted { get { return avCapsuleTilted; } set { avCapsuleTilted = value; } }
205 private float avDensity = 80f;
206 private float avHeightFudgeFactor = 0.52f;
207 private float avMovementDivisorWalk = 1.3f;
208 private float avMovementDivisorRun = 0.8f;
209 private float minimumGroundFlightOffset = 3f;
210 public float maximumMassObject = 10000.01f;
211
212 public bool meshSculptedPrim = true;
213 public bool forceSimplePrimMeshing = false;
214
215 public float meshSculptLOD = 32;
216 public float MeshSculptphysicalLOD = 16;
217
218 public float geomDefaultDensity = 10.000006836f;
219
220 public int geomContactPointsStartthrottle = 3;
221 public int geomUpdatesPerThrottledUpdate = 15;
222
223 public float bodyPIDD = 35f;
224 public float bodyPIDG = 25;
225
226 public int geomCrossingFailuresBeforeOutofbounds = 5;
227 public int geomRegionFence = 0;
228
229 public float bodyMotorJointMaxforceTensor = 2;
230
231 public int bodyFramesAutoDisable = 20;
232
233 private DateTime m_lastframe = DateTime.UtcNow;
234
235 private float[] _watermap;
236 private bool m_filterCollisions = true;
237
238 private d.NearCallback nearCallback;
239 public d.TriCallback triCallback;
240 public d.TriArrayCallback triArrayCallback;
241 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
242 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
243 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
244 private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>();
245 private readonly Object _taintedPrimLock = new Object();
246 private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>();
247 private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>();
248 private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>();
249 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
250 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
251 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
252 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
253 private bool m_NINJA_physics_joints_enabled = false;
254 //private Dictionary<String, IntPtr> jointpart_name_map = new Dictionary<String,IntPtr>();
255 private readonly Dictionary<String, List<PhysicsJoint>> joints_connecting_actor = new Dictionary<String, List<PhysicsJoint>>();
256 private d.ContactGeom[] contacts;
257 private readonly List<PhysicsJoint> requestedJointsToBeCreated = new List<PhysicsJoint>(); // lock only briefly. accessed by external code (to request new joints) and by OdeScene.Simulate() to move those joints into pending/active
258 private readonly List<PhysicsJoint> pendingJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
259 private readonly List<PhysicsJoint> activeJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
260 private readonly List<string> requestedJointsToBeDeleted = new List<string>(); // lock only briefly. accessed by external code (to request deletion of joints) and by OdeScene.Simulate() to move those joints out of pending/active
261 private Object externalJointRequestsLock = new Object();
262 private readonly Dictionary<String, PhysicsJoint> SOPName_to_activeJoint = new Dictionary<String, PhysicsJoint>();
263 private readonly Dictionary<String, PhysicsJoint> SOPName_to_pendingJoint = new Dictionary<String, PhysicsJoint>();
264 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
265 private readonly Dictionary<IntPtr,float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
266
267 private d.Contact contact;
268 private d.Contact TerrainContact;
269 private d.Contact AvatarMovementprimContact;
270 private d.Contact AvatarMovementTerrainContact;
271 private d.Contact WaterContact;
272 private d.Contact[,] m_materialContacts;
273
274//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
275//Ckrinke private int m_randomizeWater = 200;
276 private int m_physicsiterations = 10;
277 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
278 private readonly PhysicsActor PANull = new NullPhysicsActor();
279 private float step_time = 0.0f;
280//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
281//Ckrinke private int ms = 0;
282 public IntPtr world;
283 //private bool returncollisions = false;
284 // private uint obj1LocalID = 0;
285 private uint obj2LocalID = 0;
286 //private int ctype = 0;
287 private OdeCharacter cc1;
288 private OdePrim cp1;
289 private OdeCharacter cc2;
290 private OdePrim cp2;
291 //private int cStartStop = 0;
292 //private string cDictKey = "";
293
294 public IntPtr space;
295
296 //private IntPtr tmpSpace;
297 // split static geometry collision handling into spaces of 30 meters
298 public IntPtr[,] staticPrimspace;
299
300 public Object OdeLock;
301
302 public IMesher mesher;
303
304 private IConfigSource m_config;
305
306 public bool physics_logging = false;
307 public int physics_logging_interval = 0;
308 public bool physics_logging_append_existing_logfile = false;
309
310 public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
311 public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
312
313 // TODO: unused: private uint heightmapWidth = m_regionWidth + 1;
314 // TODO: unused: private uint heightmapHeight = m_regionHeight + 1;
315 // TODO: unused: private uint heightmapWidthSamples;
316 // TODO: unused: private uint heightmapHeightSamples;
317
318 private volatile int m_global_contactcount = 0;
319
320 private Vector3 m_worldOffset = Vector3.Zero;
321 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
322 private PhysicsScene m_parentScene = null;
323
324 private ODERayCastRequestManager m_rayCastManager;
325
326 /// <summary>
327 /// Initiailizes the scene
328 /// Sets many properties that ODE requires to be stable
329 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
330 /// </summary>
331 public OdeScene(CollisionLocker dode, string sceneIdentifier)
332 {
333 m_log
334 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
335
336 OdeLock = new Object();
337 ode = dode;
338 nearCallback = near;
339 triCallback = TriCallback;
340 triArrayCallback = TriArrayCallback;
341 m_rayCastManager = new ODERayCastRequestManager(this);
342 lock (OdeLock)
343 {
344 // Create the world and the first space
345 world = d.WorldCreate();
346 space = d.HashSpaceCreate(IntPtr.Zero);
347
348
349 contactgroup = d.JointGroupCreate(0);
350 //contactgroup
351
352 d.WorldSetAutoDisableFlag(world, false);
353 #if USE_DRAWSTUFF
354
355 Thread viewthread = new Thread(new ParameterizedThreadStart(startvisualization));
356 viewthread.Start();
357 #endif
358 }
359
360
361 _watermap = new float[258 * 258];
362
363 // Zero out the prim spaces array (we split our space into smaller spaces so
364 // we can hit test less.
365 }
366
367#if USE_DRAWSTUFF
368 public void startvisualization(object o)
369 {
370 ds.Functions fn;
371 fn.version = ds.VERSION;
372 fn.start = new ds.CallbackFunction(start);
373 fn.step = new ds.CallbackFunction(step);
374 fn.command = new ds.CallbackFunction(command);
375 fn.stop = null;
376 fn.path_to_textures = "./textures";
377 string[] args = new string[0];
378 ds.SimulationLoop(args.Length, args, 352, 288, ref fn);
379 }
380#endif
381
382 // Initialize the mesh plugin
383 public override void Initialise(IMesher meshmerizer, IConfigSource config)
384 {
385 mesher = meshmerizer;
386 m_config = config;
387 // Defaults
388
389 if (Environment.OSVersion.Platform == PlatformID.Unix)
390 {
391 avPIDD = 3200.0f;
392 avPIDP = 1400.0f;
393 avStandupTensor = 2000000f;
394 }
395 else
396 {
397 avPIDD = 2200.0f;
398 avPIDP = 900.0f;
399 avStandupTensor = 550000f;
400 }
401
402 int contactsPerCollision = 80;
403
404 if (m_config != null)
405 {
406 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
407 if (physicsconfig != null)
408 {
409 gravityx = physicsconfig.GetFloat("world_gravityx", 0f);
410 gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
411 gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
412
413 worldHashspaceLow = physicsconfig.GetInt("world_hashspace_size_low", -4);
414 worldHashspaceHigh = physicsconfig.GetInt("world_hashspace_size_high", 128);
415
416 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f);
417 smallHashspaceLow = physicsconfig.GetInt("small_hashspace_size_low", -4);
418 smallHashspaceHigh = physicsconfig.GetInt("small_hashspace_size_high", 66);
419
420 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", 0.001f);
421
422 nmTerrainContactFriction = physicsconfig.GetFloat("nm_terraincontact_friction", 255.0f);
423 nmTerrainContactBounce = physicsconfig.GetFloat("nm_terraincontact_bounce", 0.1f);
424 nmTerrainContactERP = physicsconfig.GetFloat("nm_terraincontact_erp", 0.1025f);
425
426 mTerrainContactFriction = physicsconfig.GetFloat("m_terraincontact_friction", 75f);
427 mTerrainContactBounce = physicsconfig.GetFloat("m_terraincontact_bounce", 0.05f);
428 mTerrainContactERP = physicsconfig.GetFloat("m_terraincontact_erp", 0.05025f);
429
430 nmAvatarObjectContactFriction = physicsconfig.GetFloat("objectcontact_friction", 250f);
431 nmAvatarObjectContactBounce = physicsconfig.GetFloat("objectcontact_bounce", 0.2f);
432
433 mAvatarObjectContactFriction = physicsconfig.GetFloat("m_avatarobjectcontact_friction", 75f);
434 mAvatarObjectContactBounce = physicsconfig.GetFloat("m_avatarobjectcontact_bounce", 0.1f);
435
436 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f);
437 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10);
438
439 avDensity = physicsconfig.GetFloat("av_density", 80f);
440 avHeightFudgeFactor = physicsconfig.GetFloat("av_height_fudge_factor", 0.52f);
441 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
442 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
443 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
444 avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
445
446 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
447
448 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
449 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
450 geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
451 geomRegionFence = physicsconfig.GetInt("region_border_fence", 0);
452
453 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f);
454 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20);
455
456 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f);
457 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f);
458
459 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
460 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true);
461 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f);
462 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
463 m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false);
464
465 if (Environment.OSVersion.Platform == PlatformID.Unix)
466 {
467 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f);
468 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 900.0f);
469 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_linux", 550000f);
470 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_linux", 5f);
471 }
472 else
473 {
474 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f);
475 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f);
476 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_win", 550000f);
477 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_win", 5f);
478 }
479
480 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
481 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
482 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
483
484 m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false);
485 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f);
486 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f);
487 }
488 }
489
490 contacts = new d.ContactGeom[contactsPerCollision];
491
492 staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
493
494 // Centeral contact friction and bounce
495 // ckrinke 11/10/08 Enabling soft_erp but not soft_cfm until I figure out why
496 // an avatar falls through in Z but not in X or Y when walking on a prim.
497 contact.surface.mode |= d.ContactFlags.SoftERP;
498 contact.surface.mu = nmAvatarObjectContactFriction;
499 contact.surface.bounce = nmAvatarObjectContactBounce;
500 contact.surface.soft_cfm = 0.010f;
501 contact.surface.soft_erp = 0.010f;
502
503 // Terrain contact friction and Bounce
504 // This is the *non* moving version. Use this when an avatar
505 // isn't moving to keep it in place better
506 TerrainContact.surface.mode |= d.ContactFlags.SoftERP;
507 TerrainContact.surface.mu = nmTerrainContactFriction;
508 TerrainContact.surface.bounce = nmTerrainContactBounce;
509 TerrainContact.surface.soft_erp = nmTerrainContactERP;
510
511 WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
512 WaterContact.surface.mu = 0f; // No friction
513 WaterContact.surface.bounce = 0.0f; // No bounce
514 WaterContact.surface.soft_cfm = 0.010f;
515 WaterContact.surface.soft_erp = 0.010f;
516
517 // Prim contact friction and bounce
518 // THis is the *non* moving version of friction and bounce
519 // Use this when an avatar comes in contact with a prim
520 // and is moving
521 AvatarMovementprimContact.surface.mu = mAvatarObjectContactFriction;
522 AvatarMovementprimContact.surface.bounce = mAvatarObjectContactBounce;
523
524 // Terrain contact friction bounce and various error correcting calculations
525 // Use this when an avatar is in contact with the terrain and moving.
526 AvatarMovementTerrainContact.surface.mode |= d.ContactFlags.SoftERP;
527 AvatarMovementTerrainContact.surface.mu = mTerrainContactFriction;
528 AvatarMovementTerrainContact.surface.bounce = mTerrainContactBounce;
529 AvatarMovementTerrainContact.surface.soft_erp = mTerrainContactERP;
530
531
532 /*
533 <summary></summary>
534 Stone = 0,
535 /// <summary></summary>
536 Metal = 1,
537 /// <summary></summary>
538 Glass = 2,
539 /// <summary></summary>
540 Wood = 3,
541 /// <summary></summary>
542 Flesh = 4,
543 /// <summary></summary>
544 Plastic = 5,
545 /// <summary></summary>
546 Rubber = 6
547 */
548
549 m_materialContacts = new d.Contact[7,2];
550
551 m_materialContacts[(int)Material.Stone, 0] = new d.Contact();
552 m_materialContacts[(int)Material.Stone, 0].surface.mode |= d.ContactFlags.SoftERP;
553 m_materialContacts[(int)Material.Stone, 0].surface.mu = nmAvatarObjectContactFriction;
554 m_materialContacts[(int)Material.Stone, 0].surface.bounce = nmAvatarObjectContactBounce;
555 m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.010f;
556 m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.010f;
557
558 m_materialContacts[(int)Material.Stone, 1] = new d.Contact();
559 m_materialContacts[(int)Material.Stone, 1].surface.mode |= d.ContactFlags.SoftERP;
560 m_materialContacts[(int)Material.Stone, 1].surface.mu = mAvatarObjectContactFriction;
561 m_materialContacts[(int)Material.Stone, 1].surface.bounce = mAvatarObjectContactBounce;
562 m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.010f;
563 m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.010f;
564
565 m_materialContacts[(int)Material.Metal, 0] = new d.Contact();
566 m_materialContacts[(int)Material.Metal, 0].surface.mode |= d.ContactFlags.SoftERP;
567 m_materialContacts[(int)Material.Metal, 0].surface.mu = nmAvatarObjectContactFriction;
568 m_materialContacts[(int)Material.Metal, 0].surface.bounce = nmAvatarObjectContactBounce;
569 m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.010f;
570 m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.010f;
571
572 m_materialContacts[(int)Material.Metal, 1] = new d.Contact();
573 m_materialContacts[(int)Material.Metal, 1].surface.mode |= d.ContactFlags.SoftERP;
574 m_materialContacts[(int)Material.Metal, 1].surface.mu = mAvatarObjectContactFriction;
575 m_materialContacts[(int)Material.Metal, 1].surface.bounce = mAvatarObjectContactBounce;
576 m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.010f;
577 m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.010f;
578
579 m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
580 m_materialContacts[(int)Material.Glass, 0].surface.mode |= d.ContactFlags.SoftERP;
581 m_materialContacts[(int)Material.Glass, 0].surface.mu = 1f;
582 m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.5f;
583 m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.010f;
584 m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.010f;
585
586 /*
587 private float nmAvatarObjectContactFriction = 250f;
588 private float nmAvatarObjectContactBounce = 0.1f;
589
590 private float mAvatarObjectContactFriction = 75f;
591 private float mAvatarObjectContactBounce = 0.1f;
592 */
593 m_materialContacts[(int)Material.Glass, 1] = new d.Contact();
594 m_materialContacts[(int)Material.Glass, 1].surface.mode |= d.ContactFlags.SoftERP;
595 m_materialContacts[(int)Material.Glass, 1].surface.mu = 1f;
596 m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.5f;
597 m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.010f;
598 m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.010f;
599
600 m_materialContacts[(int)Material.Wood, 0] = new d.Contact();
601 m_materialContacts[(int)Material.Wood, 0].surface.mode |= d.ContactFlags.SoftERP;
602 m_materialContacts[(int)Material.Wood, 0].surface.mu = nmAvatarObjectContactFriction;
603 m_materialContacts[(int)Material.Wood, 0].surface.bounce = nmAvatarObjectContactBounce;
604 m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.010f;
605 m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.010f;
606
607 m_materialContacts[(int)Material.Wood, 1] = new d.Contact();
608 m_materialContacts[(int)Material.Wood, 1].surface.mode |= d.ContactFlags.SoftERP;
609 m_materialContacts[(int)Material.Wood, 1].surface.mu = mAvatarObjectContactFriction;
610 m_materialContacts[(int)Material.Wood, 1].surface.bounce = mAvatarObjectContactBounce;
611 m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.010f;
612 m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.010f;
613
614 m_materialContacts[(int)Material.Flesh, 0] = new d.Contact();
615 m_materialContacts[(int)Material.Flesh, 0].surface.mode |= d.ContactFlags.SoftERP;
616 m_materialContacts[(int)Material.Flesh, 0].surface.mu = nmAvatarObjectContactFriction;
617 m_materialContacts[(int)Material.Flesh, 0].surface.bounce = nmAvatarObjectContactBounce;
618 m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.010f;
619 m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.010f;
620
621 m_materialContacts[(int)Material.Flesh, 1] = new d.Contact();
622 m_materialContacts[(int)Material.Flesh, 1].surface.mode |= d.ContactFlags.SoftERP;
623 m_materialContacts[(int)Material.Flesh, 1].surface.mu = mAvatarObjectContactFriction;
624 m_materialContacts[(int)Material.Flesh, 1].surface.bounce = mAvatarObjectContactBounce;
625 m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.010f;
626 m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.010f;
627
628 m_materialContacts[(int)Material.Plastic, 0] = new d.Contact();
629 m_materialContacts[(int)Material.Plastic, 0].surface.mode |= d.ContactFlags.SoftERP;
630 m_materialContacts[(int)Material.Plastic, 0].surface.mu = nmAvatarObjectContactFriction;
631 m_materialContacts[(int)Material.Plastic, 0].surface.bounce = nmAvatarObjectContactBounce;
632 m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.010f;
633 m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.010f;
634
635 m_materialContacts[(int)Material.Plastic, 1] = new d.Contact();
636 m_materialContacts[(int)Material.Plastic, 1].surface.mode |= d.ContactFlags.SoftERP;
637 m_materialContacts[(int)Material.Plastic, 1].surface.mu = mAvatarObjectContactFriction;
638 m_materialContacts[(int)Material.Plastic, 1].surface.bounce = mAvatarObjectContactBounce;
639 m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.010f;
640 m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.010f;
641
642 m_materialContacts[(int)Material.Rubber, 0] = new d.Contact();
643 m_materialContacts[(int)Material.Rubber, 0].surface.mode |= d.ContactFlags.SoftERP;
644 m_materialContacts[(int)Material.Rubber, 0].surface.mu = nmAvatarObjectContactFriction;
645 m_materialContacts[(int)Material.Rubber, 0].surface.bounce = nmAvatarObjectContactBounce;
646 m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.010f;
647 m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.010f;
648
649 m_materialContacts[(int)Material.Rubber, 1] = new d.Contact();
650 m_materialContacts[(int)Material.Rubber, 1].surface.mode |= d.ContactFlags.SoftERP;
651 m_materialContacts[(int)Material.Rubber, 1].surface.mu = mAvatarObjectContactFriction;
652 m_materialContacts[(int)Material.Rubber, 1].surface.bounce = mAvatarObjectContactBounce;
653 m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.010f;
654 m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.010f;
655
656 d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh);
657
658 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
659
660 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
661 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
662
663 d.WorldSetLinearDamping(world, 256f);
664 d.WorldSetAngularDamping(world, 256f);
665 d.WorldSetAngularDampingThreshold(world, 256f);
666 d.WorldSetLinearDampingThreshold(world, 256f);
667 d.WorldSetMaxAngularSpeed(world, 256f);
668
669 // Set how many steps we go without running collision testing
670 // This is in addition to the step size.
671 // Essentially Steps * m_physicsiterations
672 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
673 //d.WorldSetContactMaxCorrectingVel(world, 1000.0f);
674
675
676
677 for (int i = 0; i < staticPrimspace.GetLength(0); i++)
678 {
679 for (int j = 0; j < staticPrimspace.GetLength(1); j++)
680 {
681 staticPrimspace[i, j] = IntPtr.Zero;
682 }
683 }
684 }
685
686 internal void waitForSpaceUnlock(IntPtr space)
687 {
688 //if (space != IntPtr.Zero)
689 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
690 }
691
692 /// <summary>
693 /// Debug space message for printing the space that a prim/avatar is in.
694 /// </summary>
695 /// <param name="pos"></param>
696 /// <returns>Returns which split up space the given position is in.</returns>
697 public string whichspaceamIin(Vector3 pos)
698 {
699 return calculateSpaceForGeom(pos).ToString();
700 }
701
702 #region Collision Detection
703
704 /// <summary>
705 /// This is our near callback. A geometry is near a body
706 /// </summary>
707 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
708 /// <param name="g1">a geometry or space</param>
709 /// <param name="g2">another geometry or space</param>
710 private void near(IntPtr space, IntPtr g1, IntPtr g2)
711 {
712 // no lock here! It's invoked from within Simulate(), which is thread-locked
713
714 // Test if we're colliding a geom with a space.
715 // If so we have to drill down into the space recursively
716
717 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
718 {
719 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
720 return;
721
722 // Separating static prim geometry spaces.
723 // We'll be calling near recursivly if one
724 // of them is a space to find all of the
725 // contact points in the space
726 try
727 {
728 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
729 }
730 catch (AccessViolationException)
731 {
732 m_log.Warn("[PHYSICS]: Unable to collide test a space");
733 return;
734 }
735 //Colliding a space or a geom with a space or a geom. so drill down
736
737 //Collide all geoms in each space..
738 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
739 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
740 return;
741 }
742
743 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
744 return;
745
746 IntPtr b1 = d.GeomGetBody(g1);
747 IntPtr b2 = d.GeomGetBody(g2);
748
749 // d.GeomClassID id = d.GeomGetClass(g1);
750
751 String name1 = null;
752 String name2 = null;
753
754 if (!geom_name_map.TryGetValue(g1, out name1))
755 {
756 name1 = "null";
757 }
758 if (!geom_name_map.TryGetValue(g2, out name2))
759 {
760 name2 = "null";
761 }
762
763 //if (id == d.GeomClassId.TriMeshClass)
764 //{
765 // m_log.InfoFormat("near: A collision was detected between {1} and {2}", 0, name1, name2);
766 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
767 //}
768
769 // Figure out how many contact points we have
770 int count = 0;
771 try
772 {
773 // Colliding Geom To Geom
774 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
775
776 if (g1 == g2)
777 return; // Can't collide with yourself
778
779 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
780 return;
781
782 lock (contacts)
783 {
784 count = d.Collide(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf);
785 if (count > contacts.Length)
786 m_log.Error("[PHYSICS]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length);
787 }
788 }
789 catch (SEHException)
790 {
791 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
792 ode.drelease(world);
793 base.TriggerPhysicsBasedRestart();
794 }
795 catch (Exception e)
796 {
797 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
798 return;
799 }
800
801 PhysicsActor p1;
802 PhysicsActor p2;
803
804 if (!actor_name_map.TryGetValue(g1, out p1))
805 {
806 p1 = PANull;
807 }
808
809 if (!actor_name_map.TryGetValue(g2, out p2))
810 {
811 p2 = PANull;
812 }
813
814 ContactPoint maxDepthContact = new ContactPoint();
815 if (p1.CollisionScore + count >= float.MaxValue)
816 p1.CollisionScore = 0;
817 p1.CollisionScore += count;
818
819 if (p2.CollisionScore + count >= float.MaxValue)
820 p2.CollisionScore = 0;
821 p2.CollisionScore += count;
822
823 for (int i = 0; i < count; i++)
824 {
825 d.ContactGeom curContact = contacts[i];
826
827 if (curContact.depth > maxDepthContact.PenetrationDepth)
828 {
829 maxDepthContact = new ContactPoint(
830 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
831 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
832 curContact.depth
833 );
834 }
835
836 //m_log.Warn("[CCOUNT]: " + count);
837 IntPtr joint;
838 // If we're colliding with terrain, use 'TerrainContact' instead of contact.
839 // allows us to have different settings
840
841 // We only need to test p2 for 'jump crouch purposes'
842 if (p2 is OdeCharacter && p1.PhysicsActorType == (int)ActorTypes.Prim)
843 {
844 // Testing if the collision is at the feet of the avatar
845
846 //m_log.DebugFormat("[PHYSICS]: {0} - {1} - {2} - {3}", curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f));
847 if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f))
848 p2.IsColliding = true;
849 }
850 else
851 {
852 p2.IsColliding = true;
853 }
854
855 //if ((framecount % m_returncollisions) == 0)
856
857 switch (p1.PhysicsActorType)
858 {
859 case (int)ActorTypes.Agent:
860 p2.CollidingObj = true;
861 break;
862 case (int)ActorTypes.Prim:
863 if (p2.Velocity.LengthSquared() > 0.0f)
864 p2.CollidingObj = true;
865 break;
866 case (int)ActorTypes.Unknown:
867 p2.CollidingGround = true;
868 break;
869 default:
870 p2.CollidingGround = true;
871 break;
872 }
873
874 // we don't want prim or avatar to explode
875
876 #region InterPenetration Handling - Unintended physics explosions
877# region disabled code1
878
879 if (curContact.depth >= 0.08f)
880 {
881 //This is disabled at the moment only because it needs more tweaking
882 //It will eventually be uncommented
883 /*
884 if (contact.depth >= 1.00f)
885 {
886 //m_log.Debug("[PHYSICS]: " + contact.depth.ToString());
887 }
888
889 //If you interpenetrate a prim with an agent
890 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
891 p1.PhysicsActorType == (int) ActorTypes.Prim) ||
892 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
893 p2.PhysicsActorType == (int) ActorTypes.Prim))
894 {
895
896 //contact.depth = contact.depth * 4.15f;
897 /*
898 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
899 {
900 p2.CollidingObj = true;
901 contact.depth = 0.003f;
902 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
903 OdeCharacter character = (OdeCharacter) p2;
904 character.SetPidStatus(true);
905 contact.pos = new d.Vector3(contact.pos.X + (p1.Size.X / 2), contact.pos.Y + (p1.Size.Y / 2), contact.pos.Z + (p1.Size.Z / 2));
906
907 }
908 else
909 {
910
911 //contact.depth = 0.0000000f;
912 }
913 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
914 {
915
916 p1.CollidingObj = true;
917 contact.depth = 0.003f;
918 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
919 contact.pos = new d.Vector3(contact.pos.X + (p2.Size.X / 2), contact.pos.Y + (p2.Size.Y / 2), contact.pos.Z + (p2.Size.Z / 2));
920 OdeCharacter character = (OdeCharacter)p1;
921 character.SetPidStatus(true);
922 }
923 else
924 {
925
926 //contact.depth = 0.0000000f;
927 }
928
929
930
931 }
932*/
933 // If you interpenetrate a prim with another prim
934 /*
935 if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
936 {
937 #region disabledcode2
938 //OdePrim op1 = (OdePrim)p1;
939 //OdePrim op2 = (OdePrim)p2;
940 //op1.m_collisionscore++;
941 //op2.m_collisionscore++;
942
943 //if (op1.m_collisionscore > 8000 || op2.m_collisionscore > 8000)
944 //{
945 //op1.m_taintdisable = true;
946 //AddPhysicsActorTaint(p1);
947 //op2.m_taintdisable = true;
948 //AddPhysicsActorTaint(p2);
949 //}
950
951 //if (contact.depth >= 0.25f)
952 //{
953 // Don't collide, one or both prim will expld.
954
955 //op1.m_interpenetrationcount++;
956 //op2.m_interpenetrationcount++;
957 //interpenetrations_before_disable = 200;
958 //if (op1.m_interpenetrationcount >= interpenetrations_before_disable)
959 //{
960 //op1.m_taintdisable = true;
961 //AddPhysicsActorTaint(p1);
962 //}
963 //if (op2.m_interpenetrationcount >= interpenetrations_before_disable)
964 //{
965 // op2.m_taintdisable = true;
966 //AddPhysicsActorTaint(p2);
967 //}
968
969 //contact.depth = contact.depth / 8f;
970 //contact.normal = new d.Vector3(0, 0, 1);
971 //}
972 //if (op1.m_disabled || op2.m_disabled)
973 //{
974 //Manually disabled objects stay disabled
975 //contact.depth = 0f;
976 //}
977 #endregion
978 }
979 */
980#endregion
981 if (curContact.depth >= 1.00f)
982 {
983 //m_log.Info("[P]: " + contact.depth.ToString());
984 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
985 p1.PhysicsActorType == (int) ActorTypes.Unknown) ||
986 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
987 p2.PhysicsActorType == (int) ActorTypes.Unknown))
988 {
989 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
990 {
991 if (p2 is OdeCharacter)
992 {
993 OdeCharacter character = (OdeCharacter) p2;
994
995 //p2.CollidingObj = true;
996 curContact.depth = 0.00000003f;
997 p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f);
998 curContact.pos =
999 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
1000 curContact.pos.Y + (p1.Size.Y/2),
1001 curContact.pos.Z + (p1.Size.Z/2));
1002 character.SetPidStatus(true);
1003 }
1004 }
1005
1006
1007 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
1008 {
1009 if (p1 is OdeCharacter)
1010 {
1011 OdeCharacter character = (OdeCharacter) p1;
1012
1013 //p2.CollidingObj = true;
1014 curContact.depth = 0.00000003f;
1015 p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f);
1016 curContact.pos =
1017 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
1018 curContact.pos.Y + (p1.Size.Y/2),
1019 curContact.pos.Z + (p1.Size.Z/2));
1020 character.SetPidStatus(true);
1021 }
1022 }
1023 }
1024 }
1025 }
1026
1027 #endregion
1028
1029 // Logic for collision handling
1030 // Note, that if *all* contacts are skipped (VolumeDetect)
1031 // The prim still detects (and forwards) collision events but
1032 // appears to be phantom for the world
1033 Boolean skipThisContact = false;
1034
1035 if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect))
1036 skipThisContact = true; // No collision on volume detect prims
1037
1038 if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
1039 skipThisContact = true; // No collision on volume detect prims
1040
1041 if (!skipThisContact && curContact.depth < 0f)
1042 skipThisContact = true;
1043
1044 if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType))
1045 skipThisContact = true;
1046
1047 const int maxContactsbeforedeath = 4000;
1048 joint = IntPtr.Zero;
1049
1050 if (!skipThisContact)
1051 {
1052 // If we're colliding against terrain
1053 if (name1 == "Terrain" || name2 == "Terrain")
1054 {
1055 // If we're moving
1056 if ((p2.PhysicsActorType == (int) ActorTypes.Agent) &&
1057 (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
1058 {
1059 // Use the movement terrain contact
1060 AvatarMovementTerrainContact.geom = curContact;
1061 _perloopContact.Add(curContact);
1062 if (m_global_contactcount < maxContactsbeforedeath)
1063 {
1064 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
1065 m_global_contactcount++;
1066 }
1067 }
1068 else
1069 {
1070 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
1071 {
1072 // Use the non moving terrain contact
1073 TerrainContact.geom = curContact;
1074 _perloopContact.Add(curContact);
1075 if (m_global_contactcount < maxContactsbeforedeath)
1076 {
1077 joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
1078 m_global_contactcount++;
1079 }
1080 }
1081 else
1082 {
1083 if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim)
1084 {
1085 // prim prim contact
1086 // int pj294950 = 0;
1087 int movintYN = 0;
1088 int material = (int) Material.Wood;
1089 // prim terrain contact
1090 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)
1091 {
1092 movintYN = 1;
1093 }
1094
1095 if (p2 is OdePrim)
1096 material = ((OdePrim)p2).m_material;
1097
1098 //m_log.DebugFormat("Material: {0}", material);
1099 m_materialContacts[material, movintYN].geom = curContact;
1100 _perloopContact.Add(curContact);
1101
1102 if (m_global_contactcount < maxContactsbeforedeath)
1103 {
1104 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1105 m_global_contactcount++;
1106
1107 }
1108
1109 }
1110 else
1111 {
1112
1113 int movintYN = 0;
1114 // prim terrain contact
1115 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)
1116 {
1117 movintYN = 1;
1118 }
1119
1120 int material = (int)Material.Wood;
1121
1122 if (p2 is OdePrim)
1123 material = ((OdePrim)p2).m_material;
1124 //m_log.DebugFormat("Material: {0}", material);
1125 m_materialContacts[material, movintYN].geom = curContact;
1126 _perloopContact.Add(curContact);
1127
1128 if (m_global_contactcount < maxContactsbeforedeath)
1129 {
1130 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1131 m_global_contactcount++;
1132
1133 }
1134 }
1135 }
1136 }
1137 //if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1138 //{
1139 //m_log.Debug("[PHYSICS]: prim contacting with ground");
1140 //}
1141 }
1142 else if (name1 == "Water" || name2 == "Water")
1143 {
1144 /*
1145 if ((p2.PhysicsActorType == (int) ActorTypes.Prim))
1146 {
1147 }
1148 else
1149 {
1150 }
1151 */
1152 //WaterContact.surface.soft_cfm = 0.0000f;
1153 //WaterContact.surface.soft_erp = 0.00000f;
1154 if (curContact.depth > 0.1f)
1155 {
1156 curContact.depth *= 52;
1157 //contact.normal = new d.Vector3(0, 0, 1);
1158 //contact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f);
1159 }
1160 WaterContact.geom = curContact;
1161 _perloopContact.Add(curContact);
1162 if (m_global_contactcount < maxContactsbeforedeath)
1163 {
1164 joint = d.JointCreateContact(world, contactgroup, ref WaterContact);
1165 m_global_contactcount++;
1166 }
1167 //m_log.Info("[PHYSICS]: Prim Water Contact" + contact.depth);
1168 }
1169 else
1170 {
1171 // we're colliding with prim or avatar
1172 // check if we're moving
1173 if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
1174 {
1175 if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
1176 {
1177 // Use the Movement prim contact
1178 AvatarMovementprimContact.geom = curContact;
1179 _perloopContact.Add(curContact);
1180 if (m_global_contactcount < maxContactsbeforedeath)
1181 {
1182 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
1183 m_global_contactcount++;
1184 }
1185 }
1186 else
1187 {
1188 // Use the non movement contact
1189 contact.geom = curContact;
1190 _perloopContact.Add(curContact);
1191
1192 if (m_global_contactcount < maxContactsbeforedeath)
1193 {
1194 joint = d.JointCreateContact(world, contactgroup, ref contact);
1195 m_global_contactcount++;
1196 }
1197 }
1198 }
1199 else if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1200 {
1201 //p1.PhysicsActorType
1202 int material = (int)Material.Wood;
1203
1204 if (p2 is OdePrim)
1205 material = ((OdePrim)p2).m_material;
1206
1207 //m_log.DebugFormat("Material: {0}", material);
1208 m_materialContacts[material, 0].geom = curContact;
1209 _perloopContact.Add(curContact);
1210
1211 if (m_global_contactcount < maxContactsbeforedeath)
1212 {
1213 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, 0]);
1214 m_global_contactcount++;
1215
1216 }
1217 }
1218 }
1219
1220 if (m_global_contactcount < maxContactsbeforedeath && joint != IntPtr.Zero) // stack collide!
1221 {
1222 d.JointAttach(joint, b1, b2);
1223 m_global_contactcount++;
1224 }
1225
1226 }
1227 collision_accounting_events(p1, p2, maxDepthContact);
1228 if (count > geomContactPointsStartthrottle)
1229 {
1230 // If there are more then 3 contact points, it's likely
1231 // that we've got a pile of objects, so ...
1232 // We don't want to send out hundreds of terse updates over and over again
1233 // so lets throttle them and send them again after it's somewhat sorted out.
1234 p2.ThrottleUpdates = true;
1235 }
1236 //m_log.Debug(count.ToString());
1237 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
1238 }
1239 }
1240
1241 private bool checkDupe(d.ContactGeom contactGeom, int atype)
1242 {
1243 bool result = false;
1244 //return result;
1245 if (!m_filterCollisions)
1246 return false;
1247
1248 ActorTypes at = (ActorTypes)atype;
1249 lock (_perloopContact)
1250 {
1251 foreach (d.ContactGeom contact in _perloopContact)
1252 {
1253 //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2))
1254 //{
1255 // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2)
1256 if (at == ActorTypes.Agent)
1257 {
1258 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
1259 {
1260
1261 if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
1262 {
1263 //contactGeom.depth *= .00005f;
1264 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1265 // m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1266 result = true;
1267 break;
1268 }
1269 else
1270 {
1271 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1272 }
1273 }
1274 else
1275 {
1276 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1277 //int i = 0;
1278 }
1279 }
1280 else if (at == ActorTypes.Prim)
1281 {
1282 //d.AABB aabb1 = new d.AABB();
1283 //d.AABB aabb2 = new d.AABB();
1284
1285 //d.GeomGetAABB(contactGeom.g2, out aabb2);
1286 //d.GeomGetAABB(contactGeom.g1, out aabb1);
1287 //aabb1.
1288 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
1289 {
1290 if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
1291 {
1292 if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f)
1293 {
1294 result = true;
1295 break;
1296 }
1297 }
1298 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1299 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1300 }
1301
1302 }
1303
1304 //}
1305
1306 }
1307 }
1308 return result;
1309 }
1310
1311 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1312 {
1313 // obj1LocalID = 0;
1314 //returncollisions = false;
1315 obj2LocalID = 0;
1316 //ctype = 0;
1317 //cStartStop = 0;
1318 if (!p2.SubscribedEvents() && !p1.SubscribedEvents())
1319 return;
1320
1321 switch ((ActorTypes)p2.PhysicsActorType)
1322 {
1323 case ActorTypes.Agent:
1324 cc2 = (OdeCharacter)p2;
1325
1326 // obj1LocalID = cc2.m_localID;
1327 switch ((ActorTypes)p1.PhysicsActorType)
1328 {
1329 case ActorTypes.Agent:
1330 cc1 = (OdeCharacter)p1;
1331 obj2LocalID = cc1.m_localID;
1332 cc1.AddCollisionEvent(cc2.m_localID, contact);
1333 //ctype = (int)CollisionCategories.Character;
1334
1335 //if (cc1.CollidingObj)
1336 //cStartStop = (int)StatusIndicators.Generic;
1337 //else
1338 //cStartStop = (int)StatusIndicators.Start;
1339
1340 //returncollisions = true;
1341 break;
1342 case ActorTypes.Prim:
1343 if (p1 is OdePrim)
1344 {
1345 cp1 = (OdePrim) p1;
1346 obj2LocalID = cp1.m_localID;
1347 cp1.AddCollisionEvent(cc2.m_localID, contact);
1348 }
1349 //ctype = (int)CollisionCategories.Geom;
1350
1351 //if (cp1.CollidingObj)
1352 //cStartStop = (int)StatusIndicators.Generic;
1353 //else
1354 //cStartStop = (int)StatusIndicators.Start;
1355
1356 //returncollisions = true;
1357 break;
1358
1359 case ActorTypes.Ground:
1360 case ActorTypes.Unknown:
1361 obj2LocalID = 0;
1362 //ctype = (int)CollisionCategories.Land;
1363 //returncollisions = true;
1364 break;
1365 }
1366
1367 cc2.AddCollisionEvent(obj2LocalID, contact);
1368 break;
1369 case ActorTypes.Prim:
1370
1371 if (p2 is OdePrim)
1372 {
1373 cp2 = (OdePrim) p2;
1374
1375 // obj1LocalID = cp2.m_localID;
1376 switch ((ActorTypes) p1.PhysicsActorType)
1377 {
1378 case ActorTypes.Agent:
1379 if (p1 is OdeCharacter)
1380 {
1381 cc1 = (OdeCharacter) p1;
1382 obj2LocalID = cc1.m_localID;
1383 cc1.AddCollisionEvent(cp2.m_localID, contact);
1384 //ctype = (int)CollisionCategories.Character;
1385
1386 //if (cc1.CollidingObj)
1387 //cStartStop = (int)StatusIndicators.Generic;
1388 //else
1389 //cStartStop = (int)StatusIndicators.Start;
1390 //returncollisions = true;
1391 }
1392 break;
1393 case ActorTypes.Prim:
1394
1395 if (p1 is OdePrim)
1396 {
1397 cp1 = (OdePrim) p1;
1398 obj2LocalID = cp1.m_localID;
1399 cp1.AddCollisionEvent(cp2.m_localID, contact);
1400 //ctype = (int)CollisionCategories.Geom;
1401
1402 //if (cp1.CollidingObj)
1403 //cStartStop = (int)StatusIndicators.Generic;
1404 //else
1405 //cStartStop = (int)StatusIndicators.Start;
1406
1407 //returncollisions = true;
1408 }
1409 break;
1410
1411 case ActorTypes.Ground:
1412 case ActorTypes.Unknown:
1413 obj2LocalID = 0;
1414 //ctype = (int)CollisionCategories.Land;
1415
1416 //returncollisions = true;
1417 break;
1418 }
1419
1420 cp2.AddCollisionEvent(obj2LocalID, contact);
1421 }
1422 break;
1423 }
1424 //if (returncollisions)
1425 //{
1426
1427 //lock (m_storedCollisions)
1428 //{
1429 //cDictKey = obj1LocalID.ToString() + obj2LocalID.ToString() + cStartStop.ToString() + ctype.ToString();
1430 //if (m_storedCollisions.ContainsKey(cDictKey))
1431 //{
1432 //sCollisionData objd = m_storedCollisions[cDictKey];
1433 //objd.NumberOfCollisions += 1;
1434 //objd.lastframe = framecount;
1435 //m_storedCollisions[cDictKey] = objd;
1436 //}
1437 //else
1438 //{
1439 //sCollisionData objd = new sCollisionData();
1440 //objd.ColliderLocalId = obj1LocalID;
1441 //objd.CollidedWithLocalId = obj2LocalID;
1442 //objd.CollisionType = ctype;
1443 //objd.NumberOfCollisions = 1;
1444 //objd.lastframe = framecount;
1445 //objd.StatusIndicator = cStartStop;
1446 //m_storedCollisions.Add(cDictKey, objd);
1447 //}
1448 //}
1449 // }
1450 }
1451
1452 public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount)
1453 {
1454 /* String name1 = null;
1455 String name2 = null;
1456
1457 if (!geom_name_map.TryGetValue(trimesh, out name1))
1458 {
1459 name1 = "null";
1460 }
1461 if (!geom_name_map.TryGetValue(refObject, out name2))
1462 {
1463 name2 = "null";
1464 }
1465
1466 m_log.InfoFormat("TriArrayCallback: A collision was detected between {1} and {2}", 0, name1, name2);
1467 */
1468 return 1;
1469 }
1470
1471 public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex)
1472 {
1473 String name1 = null;
1474 String name2 = null;
1475
1476 if (!geom_name_map.TryGetValue(trimesh, out name1))
1477 {
1478 name1 = "null";
1479 }
1480
1481 if (!geom_name_map.TryGetValue(refObject, out name2))
1482 {
1483 name2 = "null";
1484 }
1485
1486 // m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex);
1487
1488 d.Vector3 v0 = new d.Vector3();
1489 d.Vector3 v1 = new d.Vector3();
1490 d.Vector3 v2 = new d.Vector3();
1491
1492 d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2);
1493 // m_log.DebugFormat("Triangle {0} is <{1},{2},{3}>, <{4},{5},{6}>, <{7},{8},{9}>", triangleIndex, v0.X, v0.Y, v0.Z, v1.X, v1.Y, v1.Z, v2.X, v2.Y, v2.Z);
1494
1495 return 1;
1496 }
1497
1498 /// <summary>
1499 /// This is our collision testing routine in ODE
1500 /// </summary>
1501 /// <param name="timeStep"></param>
1502 private void collision_optimized(float timeStep)
1503 {
1504 _perloopContact.Clear();
1505
1506 lock (_characters)
1507 {
1508 foreach (OdeCharacter chr in _characters)
1509 {
1510 // Reset the collision values to false
1511 // since we don't know if we're colliding yet
1512
1513 // For some reason this can happen. Don't ask...
1514 //
1515 if (chr == null)
1516 continue;
1517
1518 if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1519 continue;
1520
1521 chr.IsColliding = false;
1522 chr.CollidingGround = false;
1523 chr.CollidingObj = false;
1524
1525 // test the avatar's geometry for collision with the space
1526 // This will return near and the space that they are the closest to
1527 // And we'll run this again against the avatar and the space segment
1528 // This will return with a bunch of possible objects in the space segment
1529 // and we'll run it again on all of them.
1530 try
1531 {
1532 d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback);
1533 }
1534 catch (AccessViolationException)
1535 {
1536 m_log.Warn("[PHYSICS]: Unable to space collide");
1537 }
1538 //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y);
1539 //if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10)
1540 //{
1541 //chr.Position.Z = terrainheight + 10.0f;
1542 //forcedZ = true;
1543 //}
1544 }
1545 }
1546
1547 lock (_activeprims)
1548 {
1549 List<OdePrim> removeprims = null;
1550 foreach (OdePrim chr in _activeprims)
1551 {
1552 if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled))
1553 {
1554 try
1555 {
1556 lock (chr)
1557 {
1558 if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false)
1559 {
1560 d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback);
1561 }
1562 else
1563 {
1564 if (removeprims == null)
1565 {
1566 removeprims = new List<OdePrim>();
1567 }
1568 removeprims.Add(chr);
1569 m_log.Debug("[PHYSICS]: unable to collide test active prim against space. The space was zero, the geom was zero or it was in the process of being removed. Removed it from the active prim list. This needs to be fixed!");
1570 }
1571 }
1572 }
1573 catch (AccessViolationException)
1574 {
1575 m_log.Warn("[PHYSICS]: Unable to space collide");
1576 }
1577 }
1578 }
1579 if (removeprims != null)
1580 {
1581 foreach (OdePrim chr in removeprims)
1582 {
1583 _activeprims.Remove(chr);
1584 }
1585 }
1586 }
1587
1588 _perloopContact.Clear();
1589 }
1590
1591 #endregion
1592
1593 public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
1594 {
1595 m_worldOffset = offset;
1596 WorldExtents = new Vector2(extents.X, extents.Y);
1597 m_parentScene = pScene;
1598
1599 }
1600
1601 // Recovered for use by fly height. Kitto Flora
1602 public float GetTerrainHeightAtXY(float x, float y)
1603 {
1604
1605 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1606 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1607
1608 IntPtr heightFieldGeom = IntPtr.Zero;
1609
1610 if (RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom))
1611 {
1612 if (heightFieldGeom != IntPtr.Zero)
1613 {
1614 if (TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1615 {
1616
1617 int index;
1618
1619
1620 if ((int)x > WorldExtents.X || (int)y > WorldExtents.Y ||
1621 (int)x < 0.001f || (int)y < 0.001f)
1622 return 0;
1623
1624 x = x - offsetX;
1625 y = y - offsetY;
1626
1627 index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y);
1628
1629 if (index < TerrainHeightFieldHeights[heightFieldGeom].Length)
1630 {
1631 //m_log.DebugFormat("x{0} y{1} = {2}", x, y, (float)TerrainHeightFieldHeights[heightFieldGeom][index]);
1632 return (float)TerrainHeightFieldHeights[heightFieldGeom][index];
1633 }
1634
1635 else
1636 return 0f;
1637 }
1638 else
1639 {
1640 return 0f;
1641 }
1642
1643 }
1644 else
1645 {
1646 return 0f;
1647 }
1648
1649 }
1650 else
1651 {
1652 return 0f;
1653 }
1654
1655
1656 }
1657// End recovered. Kitto Flora
1658
1659 public void addCollisionEventReporting(PhysicsActor obj)
1660 {
1661 lock (_collisionEventPrim)
1662 {
1663 if (!_collisionEventPrim.Contains(obj))
1664 _collisionEventPrim.Add(obj);
1665 }
1666 }
1667
1668 public void remCollisionEventReporting(PhysicsActor obj)
1669 {
1670 lock (_collisionEventPrim)
1671 {
1672 if (!_collisionEventPrim.Contains(obj))
1673 _collisionEventPrim.Remove(obj);
1674 }
1675 }
1676
1677 #region Add/Remove Entities
1678
1679 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1680 {
1681 Vector3 pos;
1682 pos.X = position.X;
1683 pos.Y = position.Y;
1684 pos.Z = position.Z;
1685 OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun);
1686 newAv.Flying = isFlying;
1687 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1688
1689 return newAv;
1690 }
1691
1692 public void AddCharacter(OdeCharacter chr)
1693 {
1694 lock (_characters)
1695 {
1696 if (!_characters.Contains(chr))
1697 {
1698 _characters.Add(chr);
1699 if (chr.bad)
1700 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1701 }
1702 }
1703 }
1704
1705 public void RemoveCharacter(OdeCharacter chr)
1706 {
1707 lock (_characters)
1708 {
1709 if (_characters.Contains(chr))
1710 {
1711 _characters.Remove(chr);
1712 }
1713 }
1714 }
1715 public void BadCharacter(OdeCharacter chr)
1716 {
1717 lock (_badCharacter)
1718 {
1719 if (!_badCharacter.Contains(chr))
1720 _badCharacter.Add(chr);
1721 }
1722 }
1723
1724 public override void RemoveAvatar(PhysicsActor actor)
1725 {
1726 //m_log.Debug("[PHYSICS]:ODELOCK");
1727 ((OdeCharacter) actor).Destroy();
1728
1729 }
1730
1731 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1732 IMesh mesh, PrimitiveBaseShape pbs, bool isphysical)
1733 {
1734
1735 Vector3 pos = position;
1736 Vector3 siz = size;
1737 Quaternion rot = rotation;
1738
1739 OdePrim newPrim;
1740 lock (OdeLock)
1741 {
1742 newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, ode);
1743
1744 lock (_prims)
1745 _prims.Add(newPrim);
1746 }
1747
1748 return newPrim;
1749 }
1750
1751 public void addActivePrim(OdePrim activatePrim)
1752 {
1753 // adds active prim.. (ones that should be iterated over in collisions_optimized
1754 lock (_activeprims)
1755 {
1756 if (!_activeprims.Contains(activatePrim))
1757 _activeprims.Add(activatePrim);
1758 //else
1759 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
1760 }
1761 }
1762
1763 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1764 Vector3 size, Quaternion rotation) //To be removed
1765 {
1766 return AddPrimShape(primName, pbs, position, size, rotation, false);
1767 }
1768
1769 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1770 Vector3 size, Quaternion rotation, bool isPhysical)
1771 {
1772 PhysicsActor result;
1773 IMesh mesh = null;
1774
1775 if (needsMeshing(pbs))
1776 mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
1777
1778 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical);
1779
1780 return result;
1781 }
1782
1783 public override float TimeDilation
1784 {
1785 get { return m_timeDilation; }
1786 }
1787
1788 public override bool SupportsNINJAJoints
1789 {
1790 get { return m_NINJA_physics_joints_enabled; }
1791 }
1792
1793 // internal utility function: must be called within a lock (OdeLock)
1794 private void InternalAddActiveJoint(PhysicsJoint joint)
1795 {
1796 activeJoints.Add(joint);
1797 SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint);
1798 }
1799
1800 // internal utility function: must be called within a lock (OdeLock)
1801 private void InternalAddPendingJoint(OdePhysicsJoint joint)
1802 {
1803 pendingJoints.Add(joint);
1804 SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint);
1805 }
1806
1807 // internal utility function: must be called within a lock (OdeLock)
1808 private void InternalRemovePendingJoint(PhysicsJoint joint)
1809 {
1810 pendingJoints.Remove(joint);
1811 SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene);
1812 }
1813
1814 // internal utility function: must be called within a lock (OdeLock)
1815 private void InternalRemoveActiveJoint(PhysicsJoint joint)
1816 {
1817 activeJoints.Remove(joint);
1818 SOPName_to_activeJoint.Remove(joint.ObjectNameInScene);
1819 }
1820
1821 public override void DumpJointInfo()
1822 {
1823 string hdr = "[NINJA] JOINTINFO: ";
1824 foreach (PhysicsJoint j in pendingJoints)
1825 {
1826 m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1827 }
1828 m_log.Debug(hdr + pendingJoints.Count + " total pending joints");
1829 foreach (string jointName in SOPName_to_pendingJoint.Keys)
1830 {
1831 m_log.Debug(hdr + " pending joints dict contains Name: " + jointName);
1832 }
1833 m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries");
1834 foreach (PhysicsJoint j in activeJoints)
1835 {
1836 m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1837 }
1838 m_log.Debug(hdr + activeJoints.Count + " total active joints");
1839 foreach (string jointName in SOPName_to_activeJoint.Keys)
1840 {
1841 m_log.Debug(hdr + " active joints dict contains Name: " + jointName);
1842 }
1843 m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries");
1844
1845 m_log.Debug(hdr + " Per-body joint connectivity information follows.");
1846 m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints.");
1847 foreach (string actorName in joints_connecting_actor.Keys)
1848 {
1849 m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it");
1850 foreach (PhysicsJoint j in joints_connecting_actor[actorName])
1851 {
1852 m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1853 }
1854 m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor");
1855 }
1856 }
1857
1858 public override void RequestJointDeletion(string ObjectNameInScene)
1859 {
1860 lock (externalJointRequestsLock)
1861 {
1862 if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously
1863 {
1864 requestedJointsToBeDeleted.Add(ObjectNameInScene);
1865 }
1866 }
1867 }
1868
1869 private void DeleteRequestedJoints()
1870 {
1871 List<string> myRequestedJointsToBeDeleted;
1872 lock (externalJointRequestsLock)
1873 {
1874 // make a local copy of the shared list for processing (threading issues)
1875 myRequestedJointsToBeDeleted = new List<string>(requestedJointsToBeDeleted);
1876 }
1877
1878 foreach (string jointName in myRequestedJointsToBeDeleted)
1879 {
1880 lock (OdeLock)
1881 {
1882 //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName);
1883 if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName))
1884 {
1885 OdePhysicsJoint joint = null;
1886 if (SOPName_to_activeJoint.ContainsKey(jointName))
1887 {
1888 joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint;
1889 InternalRemoveActiveJoint(joint);
1890 }
1891 else if (SOPName_to_pendingJoint.ContainsKey(jointName))
1892 {
1893 joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint;
1894 InternalRemovePendingJoint(joint);
1895 }
1896
1897 if (joint != null)
1898 {
1899 //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames);
1900 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1901 {
1902 string bodyName = joint.BodyNames[iBodyName];
1903 if (bodyName != "NULL")
1904 {
1905 joints_connecting_actor[bodyName].Remove(joint);
1906 if (joints_connecting_actor[bodyName].Count == 0)
1907 {
1908 joints_connecting_actor.Remove(bodyName);
1909 }
1910 }
1911 }
1912
1913 DoJointDeactivated(joint);
1914 if (joint.jointID != IntPtr.Zero)
1915 {
1916 d.JointDestroy(joint.jointID);
1917 joint.jointID = IntPtr.Zero;
1918 //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName);
1919 }
1920 else
1921 {
1922 //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName);
1923 }
1924 }
1925 else
1926 {
1927 // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName);
1928 }
1929 }
1930 else
1931 {
1932 // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName);
1933 }
1934 }
1935 }
1936
1937 // remove processed joints from the shared list
1938 lock (externalJointRequestsLock)
1939 {
1940 foreach (string jointName in myRequestedJointsToBeDeleted)
1941 {
1942 requestedJointsToBeDeleted.Remove(jointName);
1943 }
1944 }
1945 }
1946
1947 // for pending joints we don't know if their associated bodies exist yet or not.
1948 // the joint is actually created during processing of the taints
1949 private void CreateRequestedJoints()
1950 {
1951 List<PhysicsJoint> myRequestedJointsToBeCreated;
1952 lock (externalJointRequestsLock)
1953 {
1954 // make a local copy of the shared list for processing (threading issues)
1955 myRequestedJointsToBeCreated = new List<PhysicsJoint>(requestedJointsToBeCreated);
1956 }
1957
1958 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1959 {
1960 lock (OdeLock)
1961 {
1962 if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null)
1963 {
1964 DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already pending joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
1965 continue;
1966 }
1967 if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null)
1968 {
1969 DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already active joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
1970 continue;
1971 }
1972
1973 InternalAddPendingJoint(joint as OdePhysicsJoint);
1974
1975 if (joint.BodyNames.Count >= 2)
1976 {
1977 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1978 {
1979 string bodyName = joint.BodyNames[iBodyName];
1980 if (bodyName != "NULL")
1981 {
1982 if (!joints_connecting_actor.ContainsKey(bodyName))
1983 {
1984 joints_connecting_actor.Add(bodyName, new List<PhysicsJoint>());
1985 }
1986 joints_connecting_actor[bodyName].Add(joint);
1987 }
1988 }
1989 }
1990 }
1991 }
1992
1993 // remove processed joints from shared list
1994 lock (externalJointRequestsLock)
1995 {
1996 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1997 {
1998 requestedJointsToBeCreated.Remove(joint);
1999 }
2000 }
2001
2002 }
2003
2004 // public function to add an request for joint creation
2005 // this joint will just be added to a waiting list that is NOT processed during the main
2006 // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests.
2007
2008 public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
2009 Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
2010
2011 {
2012
2013 OdePhysicsJoint joint = new OdePhysicsJoint();
2014 joint.ObjectNameInScene = objectNameInScene;
2015 joint.Type = jointType;
2016 joint.Position = position;
2017 joint.Rotation = rotation;
2018 joint.RawParams = parms;
2019 joint.BodyNames = new List<string>(bodyNames);
2020 joint.TrackedBodyName = trackedBodyName;
2021 joint.LocalRotation = localRotation;
2022 joint.jointID = IntPtr.Zero;
2023 joint.ErrorMessageCount = 0;
2024
2025 lock (externalJointRequestsLock)
2026 {
2027 if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice
2028 {
2029 requestedJointsToBeCreated.Add(joint);
2030 }
2031 }
2032 return joint;
2033 }
2034
2035 private void RemoveAllJointsConnectedToActor(PhysicsActor actor)
2036 {
2037 //m_log.Debug("RemoveAllJointsConnectedToActor: start");
2038 if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null)
2039 {
2040
2041 List<PhysicsJoint> jointsToRemove = new List<PhysicsJoint>();
2042 //TODO: merge these 2 loops (originally it was needed to avoid altering a list being iterated over, but it is no longer needed due to the joint request queue mechanism)
2043 foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName])
2044 {
2045 jointsToRemove.Add(j);
2046 }
2047 foreach (PhysicsJoint j in jointsToRemove)
2048 {
2049 //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene);
2050 RequestJointDeletion(j.ObjectNameInScene);
2051 //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene);
2052 j.TrackedBodyName = null; // *IMMEDIATELY* prevent any further movement of this joint (else a deleted actor might cause spurious tracking motion of the joint for a few frames, leading to the joint proxy object disappearing)
2053 }
2054 }
2055 }
2056
2057 public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
2058 {
2059 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start");
2060 lock (OdeLock)
2061 {
2062 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock");
2063 RemoveAllJointsConnectedToActor(actor);
2064 }
2065 }
2066
2067 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2068 public override Vector3 GetJointAnchor(PhysicsJoint joint)
2069 {
2070 Debug.Assert(joint.IsInPhysicsEngine);
2071 d.Vector3 pos = new d.Vector3();
2072
2073 if (!(joint is OdePhysicsJoint))
2074 {
2075 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2076 }
2077 else
2078 {
2079 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2080 switch (odeJoint.Type)
2081 {
2082 case PhysicsJointType.Ball:
2083 d.JointGetBallAnchor(odeJoint.jointID, out pos);
2084 break;
2085 case PhysicsJointType.Hinge:
2086 d.JointGetHingeAnchor(odeJoint.jointID, out pos);
2087 break;
2088 }
2089 }
2090 return new Vector3(pos.X, pos.Y, pos.Z);
2091 }
2092
2093 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2094 // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
2095 // appears to be unreliable. Fortunately we can compute the joint axis ourselves by
2096 // keeping track of the joint's original orientation relative to one of the involved bodies.
2097 public override Vector3 GetJointAxis(PhysicsJoint joint)
2098 {
2099 Debug.Assert(joint.IsInPhysicsEngine);
2100 d.Vector3 axis = new d.Vector3();
2101
2102 if (!(joint is OdePhysicsJoint))
2103 {
2104 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2105 }
2106 else
2107 {
2108 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2109 switch (odeJoint.Type)
2110 {
2111 case PhysicsJointType.Ball:
2112 DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene);
2113 break;
2114 case PhysicsJointType.Hinge:
2115 d.JointGetHingeAxis(odeJoint.jointID, out axis);
2116 break;
2117 }
2118 }
2119 return new Vector3(axis.X, axis.Y, axis.Z);
2120 }
2121
2122
2123 public void remActivePrim(OdePrim deactivatePrim)
2124 {
2125 lock (_activeprims)
2126 {
2127 _activeprims.Remove(deactivatePrim);
2128 }
2129 }
2130
2131 public override void RemovePrim(PhysicsActor prim)
2132 {
2133 if (prim is OdePrim)
2134 {
2135 lock (OdeLock)
2136 {
2137 OdePrim p = (OdePrim) prim;
2138
2139 p.setPrimForRemoval();
2140 AddPhysicsActorTaint(prim);
2141 //RemovePrimThreadLocked(p);
2142 }
2143 }
2144 }
2145
2146 /// <summary>
2147 /// This is called from within simulate but outside the locked portion
2148 /// We need to do our own locking here
2149 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
2150 ///
2151 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
2152 /// that the space was using.
2153 /// </summary>
2154 /// <param name="prim"></param>
2155 public void RemovePrimThreadLocked(OdePrim prim)
2156 {
2157//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
2158 lock (prim)
2159 {
2160 remCollisionEventReporting(prim);
2161 lock (ode)
2162 {
2163 if (prim.prim_geom != IntPtr.Zero)
2164 {
2165 prim.ResetTaints();
2166
2167 if (prim.IsPhysical)
2168 {
2169 prim.disableBody();
2170 if (prim.childPrim)
2171 {
2172 prim.childPrim = false;
2173 prim.Body = IntPtr.Zero;
2174 prim.m_disabled = true;
2175 prim.IsPhysical = false;
2176 }
2177
2178
2179 }
2180 // we don't want to remove the main space
2181
2182 // If the geometry is in the targetspace, remove it from the target space
2183 //m_log.Warn(prim.m_targetSpace);
2184
2185 //if (prim.m_targetSpace != IntPtr.Zero)
2186 //{
2187 //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
2188 //{
2189
2190 //if (d.GeomIsSpace(prim.m_targetSpace))
2191 //{
2192 //waitForSpaceUnlock(prim.m_targetSpace);
2193 //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
2194 prim.m_targetSpace = IntPtr.Zero;
2195 //}
2196 //else
2197 //{
2198 // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2199 //((OdePrim)prim).m_targetSpace.ToString());
2200 //}
2201
2202 //}
2203 //}
2204 //m_log.Warn(prim.prim_geom);
2205 try
2206 {
2207 if (prim.prim_geom != IntPtr.Zero)
2208 {
2209
2210//string tPA;
2211//geom_name_map.TryGetValue(prim.prim_geom, out tPA);
2212//Console.WriteLine("**** Remove {0}", tPA);
2213 if(geom_name_map.ContainsKey(prim.prim_geom)) geom_name_map.Remove(prim.prim_geom);
2214 if(actor_name_map.ContainsKey(prim.prim_geom)) actor_name_map.Remove(prim.prim_geom);
2215 d.GeomDestroy(prim.prim_geom);
2216 prim.prim_geom = IntPtr.Zero;
2217 }
2218 else
2219 {
2220 m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
2221 }
2222 }
2223 catch (AccessViolationException)
2224 {
2225 m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
2226 }
2227 lock (_prims)
2228 _prims.Remove(prim);
2229
2230 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2231 //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
2232 //{
2233 //if (prim.m_targetSpace != null)
2234 //{
2235 //if (d.GeomIsSpace(prim.m_targetSpace))
2236 //{
2237 //waitForSpaceUnlock(prim.m_targetSpace);
2238 //d.SpaceRemove(space, prim.m_targetSpace);
2239 // free up memory used by the space.
2240 //d.SpaceDestroy(prim.m_targetSpace);
2241 //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
2242 //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
2243 //}
2244 //else
2245 //{
2246 //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2247 //((OdePrim) prim).m_targetSpace.ToString());
2248 //}
2249 //}
2250 //}
2251
2252 if (SupportsNINJAJoints)
2253 {
2254 RemoveAllJointsConnectedToActorThreadLocked(prim);
2255 }
2256 }
2257 }
2258 }
2259 }
2260
2261 #endregion
2262
2263 #region Space Separation Calculation
2264
2265 /// <summary>
2266 /// Takes a space pointer and zeros out the array we're using to hold the spaces
2267 /// </summary>
2268 /// <param name="pSpace"></param>
2269 public void resetSpaceArrayItemToZero(IntPtr pSpace)
2270 {
2271 for (int x = 0; x < staticPrimspace.GetLength(0); x++)
2272 {
2273 for (int y = 0; y < staticPrimspace.GetLength(1); y++)
2274 {
2275 if (staticPrimspace[x, y] == pSpace)
2276 staticPrimspace[x, y] = IntPtr.Zero;
2277 }
2278 }
2279 }
2280
2281 public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
2282 {
2283 staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
2284 }
2285
2286 /// <summary>
2287 /// Called when a static prim moves. Allocates a space for the prim based on its position
2288 /// </summary>
2289 /// <param name="geom">the pointer to the geom that moved</param>
2290 /// <param name="pos">the position that the geom moved to</param>
2291 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
2292 /// <returns>a pointer to the new space it's in</returns>
2293 public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
2294 {
2295 // Called from setting the Position and Size of an ODEPrim so
2296 // it's already in locked space.
2297
2298 // we don't want to remove the main space
2299 // we don't need to test physical here because this function should
2300 // never be called if the prim is physical(active)
2301
2302 // All physical prim end up in the root space
2303 //Thread.Sleep(20);
2304 if (currentspace != space)
2305 {
2306 //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString());
2307 //if (currentspace == IntPtr.Zero)
2308 //{
2309 //int adfadf = 0;
2310 //}
2311 if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero)
2312 {
2313 if (d.GeomIsSpace(currentspace))
2314 {
2315 waitForSpaceUnlock(currentspace);
2316 d.SpaceRemove(currentspace, geom);
2317 }
2318 else
2319 {
2320 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace +
2321 " Geom:" + geom);
2322 }
2323 }
2324 else
2325 {
2326 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2327 if (sGeomIsIn != IntPtr.Zero)
2328 {
2329 if (d.GeomIsSpace(currentspace))
2330 {
2331 waitForSpaceUnlock(sGeomIsIn);
2332 d.SpaceRemove(sGeomIsIn, geom);
2333 }
2334 else
2335 {
2336 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2337 sGeomIsIn + " Geom:" + geom);
2338 }
2339 }
2340 }
2341
2342 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2343 if (d.SpaceGetNumGeoms(currentspace) == 0)
2344 {
2345 if (currentspace != IntPtr.Zero)
2346 {
2347 if (d.GeomIsSpace(currentspace))
2348 {
2349 waitForSpaceUnlock(currentspace);
2350 waitForSpaceUnlock(space);
2351 d.SpaceRemove(space, currentspace);
2352 // free up memory used by the space.
2353
2354 //d.SpaceDestroy(currentspace);
2355 resetSpaceArrayItemToZero(currentspace);
2356 }
2357 else
2358 {
2359 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2360 currentspace + " Geom:" + geom);
2361 }
2362 }
2363 }
2364 }
2365 else
2366 {
2367 // this is a physical object that got disabled. ;.;
2368 if (currentspace != IntPtr.Zero && geom != IntPtr.Zero)
2369 {
2370 if (d.SpaceQuery(currentspace, geom))
2371 {
2372 if (d.GeomIsSpace(currentspace))
2373 {
2374 waitForSpaceUnlock(currentspace);
2375 d.SpaceRemove(currentspace, geom);
2376 }
2377 else
2378 {
2379 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2380 currentspace + " Geom:" + geom);
2381 }
2382 }
2383 else
2384 {
2385 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2386 if (sGeomIsIn != IntPtr.Zero)
2387 {
2388 if (d.GeomIsSpace(sGeomIsIn))
2389 {
2390 waitForSpaceUnlock(sGeomIsIn);
2391 d.SpaceRemove(sGeomIsIn, geom);
2392 }
2393 else
2394 {
2395 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2396 sGeomIsIn + " Geom:" + geom);
2397 }
2398 }
2399 }
2400 }
2401 }
2402
2403 // The routines in the Position and Size sections do the 'inserting' into the space,
2404 // so all we have to do is make sure that the space that we're putting the prim into
2405 // is in the 'main' space.
2406 int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
2407 IntPtr newspace = calculateSpaceForGeom(pos);
2408
2409 if (newspace == IntPtr.Zero)
2410 {
2411 newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2412 d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh);
2413 }
2414
2415 return newspace;
2416 }
2417
2418 /// <summary>
2419 /// Creates a new space at X Y
2420 /// </summary>
2421 /// <param name="iprimspaceArrItemX"></param>
2422 /// <param name="iprimspaceArrItemY"></param>
2423 /// <returns>A pointer to the created space</returns>
2424 public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
2425 {
2426 // creating a new space for prim and inserting it into main space.
2427 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
2428 d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space);
2429 waitForSpaceUnlock(space);
2430 d.SpaceSetSublevel(space, 1);
2431 d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
2432 return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
2433 }
2434
2435 /// <summary>
2436 /// Calculates the space the prim should be in by its position
2437 /// </summary>
2438 /// <param name="pos"></param>
2439 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
2440 public IntPtr calculateSpaceForGeom(Vector3 pos)
2441 {
2442 int[] xyspace = calculateSpaceArrayItemFromPos(pos);
2443 //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
2444 return staticPrimspace[xyspace[0], xyspace[1]];
2445 }
2446
2447 /// <summary>
2448 /// Holds the space allocation logic
2449 /// </summary>
2450 /// <param name="pos"></param>
2451 /// <returns>an array item based on the position</returns>
2452 public int[] calculateSpaceArrayItemFromPos(Vector3 pos)
2453 {
2454 int[] returnint = new int[2];
2455
2456 returnint[0] = (int) (pos.X/metersInSpace);
2457
2458 if (returnint[0] > ((int) (259f/metersInSpace)))
2459 returnint[0] = ((int) (259f/metersInSpace));
2460 if (returnint[0] < 0)
2461 returnint[0] = 0;
2462
2463 returnint[1] = (int) (pos.Y/metersInSpace);
2464 if (returnint[1] > ((int) (259f/metersInSpace)))
2465 returnint[1] = ((int) (259f/metersInSpace));
2466 if (returnint[1] < 0)
2467 returnint[1] = 0;
2468
2469 return returnint;
2470 }
2471
2472 #endregion
2473
2474 /// <summary>
2475 /// Routine to figure out if we need to mesh this prim with our mesher
2476 /// </summary>
2477 /// <param name="pbs"></param>
2478 /// <returns></returns>
2479 public bool needsMeshing(PrimitiveBaseShape pbs)
2480 {
2481 // most of this is redundant now as the mesher will return null if it cant mesh a prim
2482 // but we still need to check for sculptie meshing being enabled so this is the most
2483 // convenient place to do it for now...
2484
2485 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
2486 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
2487 int iPropertiesNotSupportedDefault = 0;
2488
2489 if (pbs.SculptEntry && !meshSculptedPrim)
2490 {
2491#if SPAM
2492 m_log.Warn("NonMesh");
2493#endif
2494 return false;
2495 }
2496
2497 // if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since ODE can use an internal representation for the prim
2498 if (!forceSimplePrimMeshing)
2499 {
2500 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
2501 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
2502 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
2503 {
2504
2505 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
2506 && pbs.ProfileHollow == 0
2507 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
2508 && pbs.PathBegin == 0 && pbs.PathEnd == 0
2509 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
2510 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
2511 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
2512 {
2513#if SPAM
2514 m_log.Warn("NonMesh");
2515#endif
2516 return false;
2517 }
2518 }
2519 }
2520
2521 if (pbs.ProfileHollow != 0)
2522 iPropertiesNotSupportedDefault++;
2523
2524 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
2525 iPropertiesNotSupportedDefault++;
2526
2527 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
2528 iPropertiesNotSupportedDefault++;
2529
2530 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
2531 iPropertiesNotSupportedDefault++;
2532
2533 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
2534 iPropertiesNotSupportedDefault++;
2535
2536 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
2537 iPropertiesNotSupportedDefault++;
2538
2539 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 && (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X))
2540 iPropertiesNotSupportedDefault++;
2541
2542 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
2543 iPropertiesNotSupportedDefault++;
2544
2545 // test for torus
2546 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
2547 {
2548 if (pbs.PathCurve == (byte)Extrusion.Curve1)
2549 {
2550 iPropertiesNotSupportedDefault++;
2551 }
2552 }
2553 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
2554 {
2555 if (pbs.PathCurve == (byte)Extrusion.Straight)
2556 {
2557 iPropertiesNotSupportedDefault++;
2558 }
2559
2560 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
2561 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2562 {
2563 iPropertiesNotSupportedDefault++;
2564 }
2565 }
2566 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
2567 {
2568 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
2569 {
2570 iPropertiesNotSupportedDefault++;
2571 }
2572 }
2573 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
2574 {
2575 if (pbs.PathCurve == (byte)Extrusion.Straight)
2576 {
2577 iPropertiesNotSupportedDefault++;
2578 }
2579 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2580 {
2581 iPropertiesNotSupportedDefault++;
2582 }
2583 }
2584
2585
2586 if (iPropertiesNotSupportedDefault == 0)
2587 {
2588#if SPAM
2589 m_log.Warn("NonMesh");
2590#endif
2591 return false;
2592 }
2593#if SPAM
2594 m_log.Debug("Mesh");
2595#endif
2596 return true;
2597 }
2598
2599 /// <summary>
2600 /// Called after our prim properties are set Scale, position etc.
2601 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
2602 /// This assures us that we have no race conditions
2603 /// </summary>
2604 /// <param name="prim"></param>
2605 public override void AddPhysicsActorTaint(PhysicsActor prim)
2606 {
2607
2608 if (prim is OdePrim)
2609 {
2610 OdePrim taintedprim = ((OdePrim) prim);
2611 lock (_taintedPrimLock)
2612 {
2613 if (!(_taintedPrimH.Contains(taintedprim)))
2614 {
2615//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
2616 _taintedPrimH.Add(taintedprim); // HashSet for searching
2617 _taintedPrimL.Add(taintedprim); // List for ordered readout
2618 }
2619 }
2620 return;
2621 }
2622 else if (prim is OdeCharacter)
2623 {
2624 OdeCharacter taintedchar = ((OdeCharacter)prim);
2625 lock (_taintedActors)
2626 {
2627 if (!(_taintedActors.Contains(taintedchar)))
2628 {
2629 _taintedActors.Add(taintedchar);
2630 if (taintedchar.bad)
2631 m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
2632 }
2633 }
2634 }
2635 }
2636
2637 /// <summary>
2638 /// This is our main simulate loop
2639 /// It's thread locked by a Mutex in the scene.
2640 /// It holds Collisions, it instructs ODE to step through the physical reactions
2641 /// It moves the objects around in memory
2642 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
2643 /// </summary>
2644 /// <param name="timeStep"></param>
2645 /// <returns></returns>
2646 public override float Simulate(float timeStep)
2647 {
2648 if (framecount >= int.MaxValue)
2649 framecount = 0;
2650 //if (m_worldOffset != Vector3.Zero)
2651 // return 0;
2652
2653 framecount++;
2654
2655 DateTime now = DateTime.UtcNow;
2656 TimeSpan SinceLastFrame = now - m_lastframe;
2657 m_lastframe = now;
2658 float realtime = (float)SinceLastFrame.TotalSeconds;
2659// Console.WriteLine("ts={0} rt={1}", timeStep, realtime);
2660 timeStep = realtime;
2661
2662 // float fps = 1.0f / realtime;
2663 float fps = 0.0f; // number of ODE steps in this Simulate step
2664 //m_log.Info(timeStep.ToString());
2665 step_time += timeStep;
2666
2667 // If We're loaded down by something else,
2668 // or debugging with the Visual Studio project on pause
2669 // skip a few frames to catch up gracefully.
2670 // without shooting the physicsactors all over the place
2671
2672 if (step_time >= m_SkipFramesAtms)
2673 {
2674 // Instead of trying to catch up, it'll do 5 physics frames only
2675 step_time = ODE_STEPSIZE;
2676 m_physicsiterations = 5;
2677 }
2678 else
2679 {
2680 m_physicsiterations = 10;
2681 }
2682
2683 if (SupportsNINJAJoints)
2684 {
2685 DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2686 CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2687 }
2688
2689 lock (OdeLock)
2690 {
2691 // Process 10 frames if the sim is running normal..
2692 // process 5 frames if the sim is running slow
2693 //try
2694 //{
2695 //d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
2696 //}
2697 //catch (StackOverflowException)
2698 //{
2699 // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
2700 // ode.drelease(world);
2701 //base.TriggerPhysicsBasedRestart();
2702 //}
2703
2704 int i = 0;
2705
2706 // Figure out the Frames Per Second we're going at.
2707 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
2708
2709 // fps = (step_time / ODE_STEPSIZE) * 1000;
2710 // HACK: Using a time dilation of 1.0 to debug rubberbanding issues
2711 //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
2712
2713 // step_time = 0.09375f;
2714
2715 while (step_time > 0.0f)
2716 {
2717 //lock (ode)
2718 //{
2719 //if (!ode.lockquery())
2720 //{
2721 // ode.dlock(world);
2722 try
2723 {
2724 // Insert, remove Characters
2725 bool processedtaints = false;
2726
2727 lock (_taintedActors)
2728 {
2729 if (_taintedActors.Count > 0)
2730 {
2731 foreach (OdeCharacter character in _taintedActors)
2732 {
2733
2734 character.ProcessTaints(ODE_STEPSIZE);
2735
2736 processedtaints = true;
2737 //character.m_collisionscore = 0;
2738 }
2739
2740 if (processedtaints)
2741 _taintedActors.Clear();
2742 }
2743 } // end lock _taintedActors
2744
2745 // Modify other objects in the scene.
2746 processedtaints = false;
2747
2748 lock (_taintedPrimLock)
2749 {
2750 foreach (OdePrim prim in _taintedPrimL)
2751 {
2752 if (prim.m_taintremove)
2753 {
2754 //Console.WriteLine("Simulate calls RemovePrimThreadLocked");
2755 RemovePrimThreadLocked(prim);
2756 }
2757 else
2758 {
2759 //Console.WriteLine("Simulate calls ProcessTaints");
2760 prim.ProcessTaints(ODE_STEPSIZE);
2761 }
2762 processedtaints = true;
2763 prim.m_collisionscore = 0;
2764
2765 // This loop can block up the Heartbeat for a very long time on large regions.
2766 // We need to let the Watchdog know that the Heartbeat is not dead
2767 // NOTE: This is currently commented out, but if things like OAR loading are
2768 // timing the heartbeat out we will need to uncomment it
2769 //Watchdog.UpdateThread();
2770 }
2771
2772 if (SupportsNINJAJoints)
2773 {
2774 // Create pending joints, if possible
2775
2776 // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
2777 // a joint requires specifying the body id of both involved bodies
2778 if (pendingJoints.Count > 0)
2779 {
2780 List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
2781 //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
2782 foreach (PhysicsJoint joint in pendingJoints)
2783 {
2784 //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
2785 string[] jointParams = joint.RawParams.Split(" ".ToCharArray(),
2786 System.StringSplitOptions.RemoveEmptyEntries);
2787 List<IntPtr> jointBodies = new List<IntPtr>();
2788 bool allJointBodiesAreReady = true;
2789 foreach (string jointParam in jointParams)
2790 {
2791 if (jointParam == "NULL")
2792 {
2793 //DoJointErrorMessage(joint, "attaching NULL joint to world");
2794 jointBodies.Add(IntPtr.Zero);
2795 }
2796 else
2797 {
2798 //DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
2799 bool foundPrim = false;
2800 lock (_prims)
2801 {
2802 foreach (OdePrim prim in _prims) // FIXME: inefficient
2803 {
2804 if (prim.SOPName == jointParam)
2805 {
2806 //DoJointErrorMessage(joint, "found for prim name: " + jointParam);
2807 if (prim.IsPhysical && prim.Body != IntPtr.Zero)
2808 {
2809 jointBodies.Add(prim.Body);
2810 foundPrim = true;
2811 break;
2812 }
2813 else
2814 {
2815 DoJointErrorMessage(joint, "prim name " + jointParam +
2816 " exists but is not (yet) physical; deferring joint creation. " +
2817 "IsPhysical property is " + prim.IsPhysical +
2818 " and body is " + prim.Body);
2819 foundPrim = false;
2820 break;
2821 }
2822 }
2823 }
2824 }
2825 if (foundPrim)
2826 {
2827 // all is fine
2828 }
2829 else
2830 {
2831 allJointBodiesAreReady = false;
2832 break;
2833 }
2834 }
2835 }
2836 if (allJointBodiesAreReady)
2837 {
2838 //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
2839 if (jointBodies[0] == jointBodies[1])
2840 {
2841 DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
2842 }
2843 else
2844 {
2845 switch (joint.Type)
2846 {
2847 case PhysicsJointType.Ball:
2848 {
2849 IntPtr odeJoint;
2850 //DoJointErrorMessage(joint, "ODE creating ball joint ");
2851 odeJoint = d.JointCreateBall(world, IntPtr.Zero);
2852 //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2853 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2854 //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
2855 d.JointSetBallAnchor(odeJoint,
2856 joint.Position.X,
2857 joint.Position.Y,
2858 joint.Position.Z);
2859 //DoJointErrorMessage(joint, "ODE joint setting OK");
2860 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
2861 //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
2862 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
2863 //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
2864
2865 if (joint is OdePhysicsJoint)
2866 {
2867 ((OdePhysicsJoint)joint).jointID = odeJoint;
2868 }
2869 else
2870 {
2871 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2872 }
2873 }
2874 break;
2875 case PhysicsJointType.Hinge:
2876 {
2877 IntPtr odeJoint;
2878 //DoJointErrorMessage(joint, "ODE creating hinge joint ");
2879 odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
2880 //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2881 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2882 //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
2883 d.JointSetHingeAnchor(odeJoint,
2884 joint.Position.X,
2885 joint.Position.Y,
2886 joint.Position.Z);
2887 // We use the orientation of the x-axis of the joint's coordinate frame
2888 // as the axis for the hinge.
2889
2890 // Therefore, we must get the joint's coordinate frame based on the
2891 // joint.Rotation field, which originates from the orientation of the
2892 // joint's proxy object in the scene.
2893
2894 // The joint's coordinate frame is defined as the transformation matrix
2895 // that converts a vector from joint-local coordinates into world coordinates.
2896 // World coordinates are defined as the XYZ coordinate system of the sim,
2897 // as shown in the top status-bar of the viewer.
2898
2899 // Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
2900 // and use that as the hinge axis.
2901
2902 //joint.Rotation.Normalize();
2903 Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
2904
2905 // Now extract the X axis of the joint's coordinate frame.
2906
2907 // Do not try to use proxyFrame.AtAxis or you will become mired in the
2908 // tar pit of transposed, inverted, and generally messed-up orientations.
2909 // (In other words, Matrix4.AtAxis() is borked.)
2910 // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
2911
2912 // Instead, compute the X axis of the coordinate frame by transforming
2913 // the (1,0,0) vector. At least that works.
2914
2915 //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
2916 Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
2917 //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
2918 //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
2919 d.JointSetHingeAxis(odeJoint,
2920 jointAxis.X,
2921 jointAxis.Y,
2922 jointAxis.Z);
2923 //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
2924 if (joint is OdePhysicsJoint)
2925 {
2926 ((OdePhysicsJoint)joint).jointID = odeJoint;
2927 }
2928 else
2929 {
2930 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2931 }
2932 }
2933 break;
2934 }
2935 successfullyProcessedPendingJoints.Add(joint);
2936 }
2937 }
2938 else
2939 {
2940 DoJointErrorMessage(joint, "joint could not yet be created; still pending");
2941 }
2942 }
2943 foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
2944 {
2945 //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
2946 //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
2947 InternalRemovePendingJoint(successfullyProcessedJoint);
2948 //DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
2949 InternalAddActiveJoint(successfullyProcessedJoint);
2950 //DoJointErrorMessage(successfullyProcessedJoint, "done");
2951 }
2952 }
2953 } // end SupportsNINJAJoints
2954
2955 if (processedtaints)
2956//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
2957 _taintedPrimH.Clear(); // ??? if this only ???
2958 _taintedPrimL.Clear();
2959 } // end lock _taintedPrimLock
2960
2961 // Move characters
2962 lock (_characters)
2963 {
2964 List<OdeCharacter> defects = new List<OdeCharacter>();
2965 foreach (OdeCharacter actor in _characters)
2966 {
2967 if (actor != null)
2968 actor.Move(ODE_STEPSIZE, defects);
2969 }
2970 if (0 != defects.Count)
2971 {
2972 foreach (OdeCharacter defect in defects)
2973 {
2974 RemoveCharacter(defect);
2975 }
2976 }
2977 } // end lock _characters
2978
2979 // Move other active objects
2980 lock (_activeprims)
2981 {
2982 foreach (OdePrim prim in _activeprims)
2983 {
2984 prim.m_collisionscore = 0;
2985 prim.Move(ODE_STEPSIZE);
2986 }
2987 } // end lock _activeprims
2988
2989 //if ((framecount % m_randomizeWater) == 0)
2990 // randomizeWater(waterlevel);
2991
2992 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
2993 m_rayCastManager.ProcessQueuedRequests();
2994
2995 collision_optimized(ODE_STEPSIZE);
2996
2997 lock (_collisionEventPrim)
2998 {
2999 foreach (PhysicsActor obj in _collisionEventPrim)
3000 {
3001 if (obj == null)
3002 continue;
3003
3004 switch ((ActorTypes)obj.PhysicsActorType)
3005 {
3006 case ActorTypes.Agent:
3007 OdeCharacter cobj = (OdeCharacter)obj;
3008 cobj.AddCollisionFrameTime(100);
3009 cobj.SendCollisions();
3010 break;
3011 case ActorTypes.Prim:
3012 OdePrim pobj = (OdePrim)obj;
3013 pobj.SendCollisions();
3014 break;
3015 }
3016 }
3017 } // end lock _collisionEventPrim
3018
3019 //if (m_global_contactcount > 5)
3020 //{
3021 // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount);
3022 //}
3023
3024 m_global_contactcount = 0;
3025
3026 d.WorldQuickStep(world, ODE_STEPSIZE);
3027 d.JointGroupEmpty(contactgroup);
3028 fps++;
3029 //ode.dunlock(world);
3030 } // end try
3031 catch (Exception e)
3032 {
3033 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
3034 ode.dunlock(world);
3035 }
3036
3037 step_time -= ODE_STEPSIZE;
3038 i++;
3039 //}
3040 //else
3041 //{
3042 //fps = 0;
3043 //}
3044 //}
3045 } // end while (step_time > 0.0f)
3046
3047 lock (_characters)
3048 {
3049 foreach (OdeCharacter actor in _characters)
3050 {
3051 if (actor != null)
3052 {
3053 if (actor.bad)
3054 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
3055 actor.UpdatePositionAndVelocity();
3056 }
3057 }
3058 }
3059
3060 lock (_badCharacter)
3061 {
3062 if (_badCharacter.Count > 0)
3063 {
3064 foreach (OdeCharacter chr in _badCharacter)
3065 {
3066 RemoveCharacter(chr);
3067 }
3068 _badCharacter.Clear();
3069 }
3070 }
3071
3072 lock (_activeprims)
3073 {
3074 //if (timeStep < 0.2f)
3075 {
3076 foreach (OdePrim actor in _activeprims)
3077 {
3078 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
3079 {
3080 actor.UpdatePositionAndVelocity();
3081
3082 if (SupportsNINJAJoints)
3083 {
3084 // If an actor moved, move its joint proxy objects as well.
3085 // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
3086 // for this purpose but it is never called! So we just do the joint
3087 // movement code here.
3088
3089 if (actor.SOPName != null &&
3090 joints_connecting_actor.ContainsKey(actor.SOPName) &&
3091 joints_connecting_actor[actor.SOPName] != null &&
3092 joints_connecting_actor[actor.SOPName].Count > 0)
3093 {
3094 foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
3095 {
3096 if (affectedJoint.IsInPhysicsEngine)
3097 {
3098 DoJointMoved(affectedJoint);
3099 }
3100 else
3101 {
3102 DoJointErrorMessage(affectedJoint, "a body connected to a joint was moved, but the joint doesn't exist yet! this will lead to joint error. joint was: " + affectedJoint.ObjectNameInScene + " parms:" + affectedJoint.RawParams);
3103 }
3104 }
3105 }
3106 }
3107 }
3108 }
3109 }
3110 } // end lock _activeprims
3111
3112 //DumpJointInfo();
3113
3114 // Finished with all sim stepping. If requested, dump world state to file for debugging.
3115 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
3116 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
3117 if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0))
3118 {
3119 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
3120 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
3121
3122 if (physics_logging_append_existing_logfile)
3123 {
3124 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
3125 TextWriter fwriter = File.AppendText(fname);
3126 fwriter.WriteLine(header);
3127 fwriter.Close();
3128 }
3129 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
3130 }
3131 } // end lock OdeLock
3132
3133 return fps * 1000.0f; //NB This is a FRAME COUNT, not a time! AND is divide by 1000 in SimStatusReporter!
3134 } // end Simulate
3135
3136 public override void GetResults()
3137 {
3138 }
3139
3140 public override bool IsThreaded
3141 {
3142 // for now we won't be multithreaded
3143 get { return (false); }
3144 }
3145
3146 #region ODE Specific Terrain Fixes
3147 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
3148 {
3149 float[] returnarr = new float[262144];
3150 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
3151
3152 // Filling out the array into its multi-dimensional components
3153 for (int y = 0; y < WorldExtents.Y; y++)
3154 {
3155 for (int x = 0; x < WorldExtents.X; x++)
3156 {
3157 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
3158 }
3159 }
3160
3161 // Resize using Nearest Neighbour
3162
3163 // This particular way is quick but it only works on a multiple of the original
3164
3165 // The idea behind this method can be described with the following diagrams
3166 // second pass and third pass happen in the same loop really.. just separated
3167 // them to show what this does.
3168
3169 // First Pass
3170 // ResultArr:
3171 // 1,1,1,1,1,1
3172 // 1,1,1,1,1,1
3173 // 1,1,1,1,1,1
3174 // 1,1,1,1,1,1
3175 // 1,1,1,1,1,1
3176 // 1,1,1,1,1,1
3177
3178 // Second Pass
3179 // ResultArr2:
3180 // 1,,1,,1,,1,,1,,1,
3181 // ,,,,,,,,,,
3182 // 1,,1,,1,,1,,1,,1,
3183 // ,,,,,,,,,,
3184 // 1,,1,,1,,1,,1,,1,
3185 // ,,,,,,,,,,
3186 // 1,,1,,1,,1,,1,,1,
3187 // ,,,,,,,,,,
3188 // 1,,1,,1,,1,,1,,1,
3189 // ,,,,,,,,,,
3190 // 1,,1,,1,,1,,1,,1,
3191
3192 // Third pass fills in the blanks
3193 // ResultArr2:
3194 // 1,1,1,1,1,1,1,1,1,1,1,1
3195 // 1,1,1,1,1,1,1,1,1,1,1,1
3196 // 1,1,1,1,1,1,1,1,1,1,1,1
3197 // 1,1,1,1,1,1,1,1,1,1,1,1
3198 // 1,1,1,1,1,1,1,1,1,1,1,1
3199 // 1,1,1,1,1,1,1,1,1,1,1,1
3200 // 1,1,1,1,1,1,1,1,1,1,1,1
3201 // 1,1,1,1,1,1,1,1,1,1,1,1
3202 // 1,1,1,1,1,1,1,1,1,1,1,1
3203 // 1,1,1,1,1,1,1,1,1,1,1,1
3204 // 1,1,1,1,1,1,1,1,1,1,1,1
3205
3206 // X,Y = .
3207 // X+1,y = ^
3208 // X,Y+1 = *
3209 // X+1,Y+1 = #
3210
3211 // Filling in like this;
3212 // .*
3213 // ^#
3214 // 1st .
3215 // 2nd *
3216 // 3rd ^
3217 // 4th #
3218 // on single loop.
3219
3220 float[,] resultarr2 = new float[512, 512];
3221 for (int y = 0; y < WorldExtents.Y; y++)
3222 {
3223 for (int x = 0; x < WorldExtents.X; x++)
3224 {
3225 resultarr2[y * 2, x * 2] = resultarr[y, x];
3226
3227 if (y < WorldExtents.Y)
3228 {
3229 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
3230 }
3231 if (x < WorldExtents.X)
3232 {
3233 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
3234 }
3235 if (x < WorldExtents.X && y < WorldExtents.Y)
3236 {
3237 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
3238 }
3239 }
3240 }
3241
3242 //Flatten out the array
3243 int i = 0;
3244 for (int y = 0; y < 512; y++)
3245 {
3246 for (int x = 0; x < 512; x++)
3247 {
3248 if (resultarr2[y, x] <= 0)
3249 returnarr[i] = 0.0000001f;
3250 else
3251 returnarr[i] = resultarr2[y, x];
3252
3253 i++;
3254 }
3255 }
3256
3257 return returnarr;
3258 }
3259
3260 public float[] ResizeTerrain512Interpolation(float[] heightMap)
3261 {
3262 float[] returnarr = new float[262144];
3263 float[,] resultarr = new float[512,512];
3264
3265 // Filling out the array into its multi-dimensional components
3266 for (int y = 0; y < 256; y++)
3267 {
3268 for (int x = 0; x < 256; x++)
3269 {
3270 resultarr[y, x] = heightMap[y * 256 + x];
3271 }
3272 }
3273
3274 // Resize using interpolation
3275
3276 // This particular way is quick but it only works on a multiple of the original
3277
3278 // The idea behind this method can be described with the following diagrams
3279 // second pass and third pass happen in the same loop really.. just separated
3280 // them to show what this does.
3281
3282 // First Pass
3283 // ResultArr:
3284 // 1,1,1,1,1,1
3285 // 1,1,1,1,1,1
3286 // 1,1,1,1,1,1
3287 // 1,1,1,1,1,1
3288 // 1,1,1,1,1,1
3289 // 1,1,1,1,1,1
3290
3291 // Second Pass
3292 // ResultArr2:
3293 // 1,,1,,1,,1,,1,,1,
3294 // ,,,,,,,,,,
3295 // 1,,1,,1,,1,,1,,1,
3296 // ,,,,,,,,,,
3297 // 1,,1,,1,,1,,1,,1,
3298 // ,,,,,,,,,,
3299 // 1,,1,,1,,1,,1,,1,
3300 // ,,,,,,,,,,
3301 // 1,,1,,1,,1,,1,,1,
3302 // ,,,,,,,,,,
3303 // 1,,1,,1,,1,,1,,1,
3304
3305 // Third pass fills in the blanks
3306 // ResultArr2:
3307 // 1,1,1,1,1,1,1,1,1,1,1,1
3308 // 1,1,1,1,1,1,1,1,1,1,1,1
3309 // 1,1,1,1,1,1,1,1,1,1,1,1
3310 // 1,1,1,1,1,1,1,1,1,1,1,1
3311 // 1,1,1,1,1,1,1,1,1,1,1,1
3312 // 1,1,1,1,1,1,1,1,1,1,1,1
3313 // 1,1,1,1,1,1,1,1,1,1,1,1
3314 // 1,1,1,1,1,1,1,1,1,1,1,1
3315 // 1,1,1,1,1,1,1,1,1,1,1,1
3316 // 1,1,1,1,1,1,1,1,1,1,1,1
3317 // 1,1,1,1,1,1,1,1,1,1,1,1
3318
3319 // X,Y = .
3320 // X+1,y = ^
3321 // X,Y+1 = *
3322 // X+1,Y+1 = #
3323
3324 // Filling in like this;
3325 // .*
3326 // ^#
3327 // 1st .
3328 // 2nd *
3329 // 3rd ^
3330 // 4th #
3331 // on single loop.
3332
3333 float[,] resultarr2 = new float[512,512];
3334 for (int y = 0; y < (int)Constants.RegionSize; y++)
3335 {
3336 for (int x = 0; x < (int)Constants.RegionSize; x++)
3337 {
3338 resultarr2[y*2, x*2] = resultarr[y, x];
3339
3340 if (y < (int)Constants.RegionSize)
3341 {
3342 if (y + 1 < (int)Constants.RegionSize)
3343 {
3344 if (x + 1 < (int)Constants.RegionSize)
3345 {
3346 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
3347 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3348 }
3349 else
3350 {
3351 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
3352 }
3353 }
3354 else
3355 {
3356 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
3357 }
3358 }
3359 if (x < (int)Constants.RegionSize)
3360 {
3361 if (x + 1 < (int)Constants.RegionSize)
3362 {
3363 if (y + 1 < (int)Constants.RegionSize)
3364 {
3365 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3366 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3367 }
3368 else
3369 {
3370 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
3371 }
3372 }
3373 else
3374 {
3375 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
3376 }
3377 }
3378 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
3379 {
3380 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
3381 {
3382 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3383 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3384 }
3385 else
3386 {
3387 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
3388 }
3389 }
3390 }
3391 }
3392 //Flatten out the array
3393 int i = 0;
3394 for (int y = 0; y < 512; y++)
3395 {
3396 for (int x = 0; x < 512; x++)
3397 {
3398 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
3399 {
3400 m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
3401 resultarr2[y, x] = 0;
3402 }
3403 returnarr[i] = resultarr2[y, x];
3404 i++;
3405 }
3406 }
3407
3408 return returnarr;
3409 }
3410
3411 #endregion
3412
3413 public override void SetTerrain(float[] heightMap)
3414 {
3415 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
3416 {
3417 if (m_parentScene is OdeScene)
3418 {
3419 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
3420 }
3421 }
3422 else
3423 {
3424 SetTerrain(heightMap, m_worldOffset);
3425 }
3426 }
3427
3428 public void SetTerrain(float[] heightMap, Vector3 pOffset)
3429 {
3430
3431 uint regionsize = (uint) Constants.RegionSize; // visible region size eg. 256(M)
3432
3433 uint heightmapWidth = regionsize + 1; // ODE map size 257 x 257 (Meters) (1 extra
3434 uint heightmapHeight = regionsize + 1;
3435
3436 uint heightmapWidthSamples = (uint)regionsize + 2; // Sample file size, 258 x 258 samples
3437 uint heightmapHeightSamples = (uint)regionsize + 2;
3438
3439 // Array of height samples for ODE
3440 float[] _heightmap;
3441 _heightmap = new float[(heightmapWidthSamples * heightmapHeightSamples)]; // loaded samples 258 x 258
3442
3443 // Other ODE parameters
3444 const float scale = 1.0f;
3445 const float offset = 0.0f;
3446 const float thickness = 2.0f; // Was 0.2f, Larger appears to prevent Av fall-through
3447 const int wrap = 0;
3448
3449 float hfmin = 2000f;
3450 float hfmax = -2000f;
3451 float minele = 0.0f; // Dont allow -ve heights
3452
3453 uint x = 0;
3454 uint y = 0;
3455 uint xx = 0;
3456 uint yy = 0;
3457
3458 // load the height samples array from the heightMap
3459 for ( x = 0; x < heightmapWidthSamples; x++) // 0 to 257
3460 {
3461 for ( y = 0; y < heightmapHeightSamples; y++) // 0 to 257
3462 {
3463 xx = x - 1;
3464 if (xx < 0) xx = 0;
3465 if (xx > (regionsize - 1)) xx = regionsize - 1;
3466
3467 yy = y - 1;
3468 if (yy < 0) yy = 0;
3469 if (yy > (regionsize - 1)) yy = regionsize - 1;
3470 // Input xx = 0 0 1 2 ..... 254 255 255 256 total in
3471 // Output x = 0 1 2 3 ..... 255 256 257 258 total out
3472 float val= heightMap[(yy * regionsize) + xx]; // input from heightMap, <0-255 * 256> <0-255>
3473 if (val < minele) val = minele;
3474 _heightmap[x * (regionsize + 2) + y] = val; // samples output to _heightmap, <0-257 * 258> <0-257>
3475 hfmin = (val < hfmin) ? val : hfmin;
3476 hfmax = (val > hfmax) ? val : hfmax;
3477 }
3478 }
3479
3480 lock (OdeLock)
3481 {
3482 IntPtr GroundGeom = IntPtr.Zero;
3483 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
3484 {
3485 RegionTerrain.Remove(pOffset);
3486 if (GroundGeom != IntPtr.Zero)
3487 {
3488 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
3489 {
3490 TerrainHeightFieldHeights.Remove(GroundGeom);
3491 }
3492 d.SpaceRemove(space, GroundGeom);
3493 d.GeomDestroy(GroundGeom);
3494 }
3495 }
3496 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3497 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0,
3498 heightmapWidth, heightmapHeight, (int)heightmapWidthSamples,
3499 (int)heightmapHeightSamples, scale, offset, thickness, wrap);
3500 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
3501 GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
3502 if (GroundGeom != IntPtr.Zero)
3503 {
3504 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
3505 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
3506 }
3507 geom_name_map[GroundGeom] = "Terrain";
3508
3509 d.Matrix3 R = new d.Matrix3();
3510
3511 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3512 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3513 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3514
3515 q1 = q1 * q2;
3516 //q1 = q1 * q3;
3517 Vector3 v3;
3518 float angle;
3519 q1.GetAxisAngle(out v3, out angle);
3520
3521 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3522 d.GeomSetRotation(GroundGeom, ref R);
3523 d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)) - 0.5f, (pOffset.Y + (regionsize * 0.5f)) - 0.5f, 0);
3524 IntPtr testGround = IntPtr.Zero;
3525 if (RegionTerrain.TryGetValue(pOffset, out testGround))
3526 {
3527 RegionTerrain.Remove(pOffset);
3528 }
3529 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
3530 TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
3531 }
3532 }
3533
3534 public override void DeleteTerrain()
3535 {
3536 }
3537
3538 public float GetWaterLevel()
3539 {
3540 return waterlevel;
3541 }
3542
3543 public override bool SupportsCombining()
3544 {
3545 return true;
3546 }
3547
3548 public override void UnCombine(PhysicsScene pScene)
3549 {
3550 IntPtr localGround = IntPtr.Zero;
3551// float[] localHeightfield;
3552 bool proceed = false;
3553 List<IntPtr> geomDestroyList = new List<IntPtr>();
3554
3555 lock (OdeLock)
3556 {
3557 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
3558 {
3559 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
3560 {
3561 if (geom == localGround)
3562 {
3563// localHeightfield = TerrainHeightFieldHeights[geom];
3564 proceed = true;
3565 }
3566 else
3567 {
3568 geomDestroyList.Add(geom);
3569 }
3570 }
3571
3572 if (proceed)
3573 {
3574 m_worldOffset = Vector3.Zero;
3575 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
3576 m_parentScene = null;
3577
3578 foreach (IntPtr g in geomDestroyList)
3579 {
3580 // removingHeightField needs to be done or the garbage collector will
3581 // collect the terrain data before we tell ODE to destroy it causing
3582 // memory corruption
3583 if (TerrainHeightFieldHeights.ContainsKey(g))
3584 {
3585// float[] removingHeightField = TerrainHeightFieldHeights[g];
3586 TerrainHeightFieldHeights.Remove(g);
3587
3588 if (RegionTerrain.ContainsKey(g))
3589 {
3590 RegionTerrain.Remove(g);
3591 }
3592
3593 d.GeomDestroy(g);
3594 //removingHeightField = new float[0];
3595 }
3596 }
3597
3598 }
3599 else
3600 {
3601 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
3602
3603 }
3604 }
3605 }
3606 }
3607
3608 public override void SetWaterLevel(float baseheight)
3609 {
3610 waterlevel = baseheight;
3611 randomizeWater(waterlevel);
3612 }
3613
3614 public void randomizeWater(float baseheight)
3615 {
3616 const uint heightmapWidth = m_regionWidth + 2;
3617 const uint heightmapHeight = m_regionHeight + 2;
3618 const uint heightmapWidthSamples = m_regionWidth + 2;
3619 const uint heightmapHeightSamples = m_regionHeight + 2;
3620 const float scale = 1.0f;
3621 const float offset = 0.0f;
3622 const float thickness = 2.9f;
3623 const int wrap = 0;
3624
3625 for (int i = 0; i < (258 * 258); i++)
3626 {
3627 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
3628 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
3629 }
3630
3631 lock (OdeLock)
3632 {
3633 if (WaterGeom != IntPtr.Zero)
3634 {
3635 d.SpaceRemove(space, WaterGeom);
3636 }
3637 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3638 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
3639 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
3640 offset, thickness, wrap);
3641 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
3642 WaterGeom = d.CreateHeightfield(space, HeightmapData, 1);
3643 if (WaterGeom != IntPtr.Zero)
3644 {
3645 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
3646 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
3647
3648 }
3649 geom_name_map[WaterGeom] = "Water";
3650
3651 d.Matrix3 R = new d.Matrix3();
3652
3653 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3654 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3655 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3656
3657 q1 = q1 * q2;
3658 //q1 = q1 * q3;
3659 Vector3 v3;
3660 float angle;
3661 q1.GetAxisAngle(out v3, out angle);
3662
3663 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3664 d.GeomSetRotation(WaterGeom, ref R);
3665 d.GeomSetPosition(WaterGeom, 128, 128, 0);
3666
3667 }
3668
3669 }
3670
3671 public override void Dispose()
3672 {
3673 m_rayCastManager.Dispose();
3674 m_rayCastManager = null;
3675
3676 lock (OdeLock)
3677 {
3678 lock (_prims)
3679 {
3680 foreach (OdePrim prm in _prims)
3681 {
3682 RemovePrim(prm);
3683 }
3684 }
3685
3686 //foreach (OdeCharacter act in _characters)
3687 //{
3688 //RemoveAvatar(act);
3689 //}
3690 d.WorldDestroy(world);
3691 //d.CloseODE();
3692 }
3693 }
3694 public override Dictionary<uint, float> GetTopColliders()
3695 {
3696 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
3697 int cnt = 0;
3698 lock (_prims)
3699 {
3700 foreach (OdePrim prm in _prims)
3701 {
3702 if (prm.CollisionScore > 0)
3703 {
3704 returncolliders.Add(prm.m_localID, prm.CollisionScore);
3705 cnt++;
3706 prm.CollisionScore = 0f;
3707 if (cnt > 25)
3708 {
3709 break;
3710 }
3711 }
3712 }
3713 }
3714 return returncolliders;
3715 }
3716
3717 public override bool SupportsRayCast()
3718 {
3719 return true;
3720 }
3721
3722 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
3723 {
3724 if (retMethod != null)
3725 {
3726 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
3727 }
3728 }
3729
3730#if USE_DRAWSTUFF
3731 // Keyboard callback
3732 public void command(int cmd)
3733 {
3734 IntPtr geom;
3735 d.Mass mass;
3736 d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f);
3737
3738
3739
3740 Char ch = Char.ToLower((Char)cmd);
3741 switch ((Char)ch)
3742 {
3743 case 'w':
3744 try
3745 {
3746 Vector3 rotate = (new Vector3(1, 0, 0) * Quaternion.CreateFromEulers(hpr.Z * Utils.DEG_TO_RAD, hpr.Y * Utils.DEG_TO_RAD, hpr.X * Utils.DEG_TO_RAD));
3747
3748 xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z;
3749 ds.SetViewpoint(ref xyz, ref hpr);
3750 }
3751 catch (ArgumentException)
3752 { hpr.X = 0; }
3753 break;
3754
3755 case 'a':
3756 hpr.X++;
3757 ds.SetViewpoint(ref xyz, ref hpr);
3758 break;
3759
3760 case 's':
3761 try
3762 {
3763 Vector3 rotate2 = (new Vector3(-1, 0, 0) * Quaternion.CreateFromEulers(hpr.Z * Utils.DEG_TO_RAD, hpr.Y * Utils.DEG_TO_RAD, hpr.X * Utils.DEG_TO_RAD));
3764
3765 xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z;
3766 ds.SetViewpoint(ref xyz, ref hpr);
3767 }
3768 catch (ArgumentException)
3769 { hpr.X = 0; }
3770 break;
3771 case 'd':
3772 hpr.X--;
3773 ds.SetViewpoint(ref xyz, ref hpr);
3774 break;
3775 case 'r':
3776 xyz.Z++;
3777 ds.SetViewpoint(ref xyz, ref hpr);
3778 break;
3779 case 'f':
3780 xyz.Z--;
3781 ds.SetViewpoint(ref xyz, ref hpr);
3782 break;
3783 case 'e':
3784 xyz.Y++;
3785 ds.SetViewpoint(ref xyz, ref hpr);
3786 break;
3787 case 'q':
3788 xyz.Y--;
3789 ds.SetViewpoint(ref xyz, ref hpr);
3790 break;
3791 }
3792 }
3793
3794 public void step(int pause)
3795 {
3796
3797 ds.SetColor(1.0f, 1.0f, 0.0f);
3798 ds.SetTexture(ds.Texture.Wood);
3799 lock (_prims)
3800 {
3801 foreach (OdePrim prm in _prims)
3802 {
3803 //IntPtr body = d.GeomGetBody(prm.prim_geom);
3804 if (prm.prim_geom != IntPtr.Zero)
3805 {
3806 d.Vector3 pos;
3807 d.GeomCopyPosition(prm.prim_geom, out pos);
3808 //d.BodyCopyPosition(body, out pos);
3809
3810 d.Matrix3 R;
3811 d.GeomCopyRotation(prm.prim_geom, out R);
3812 //d.BodyCopyRotation(body, out R);
3813
3814
3815 d.Vector3 sides = new d.Vector3();
3816 sides.X = prm.Size.X;
3817 sides.Y = prm.Size.Y;
3818 sides.Z = prm.Size.Z;
3819
3820 ds.DrawBox(ref pos, ref R, ref sides);
3821 }
3822 }
3823 }
3824 ds.SetColor(1.0f, 0.0f, 0.0f);
3825 lock (_characters)
3826 {
3827 foreach (OdeCharacter chr in _characters)
3828 {
3829 if (chr.Shell != IntPtr.Zero)
3830 {
3831 IntPtr body = d.GeomGetBody(chr.Shell);
3832
3833 d.Vector3 pos;
3834 d.GeomCopyPosition(chr.Shell, out pos);
3835 //d.BodyCopyPosition(body, out pos);
3836
3837 d.Matrix3 R;
3838 d.GeomCopyRotation(chr.Shell, out R);
3839 //d.BodyCopyRotation(body, out R);
3840
3841 ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f);
3842 d.Vector3 sides = new d.Vector3();
3843 sides.X = 0.5f;
3844 sides.Y = 0.5f;
3845 sides.Z = 0.5f;
3846
3847 ds.DrawBox(ref pos, ref R, ref sides);
3848 }
3849 }
3850 }
3851 }
3852
3853 public void start(int unused)
3854 {
3855 ds.SetViewpoint(ref xyz, ref hpr);
3856 }
3857#endif
3858 }
3859}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
new file mode 100644
index 0000000..69e2d03
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
@@ -0,0 +1,122 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using Nini.Config;
30using NUnit.Framework;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Region.Physics.Manager;
34using log4net;
35using System.Reflection;
36
37namespace OpenSim.Region.Physics.OdePlugin
38{
39 [TestFixture]
40 public class ODETestClass
41 {
42 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
43
44 private OdePlugin cbt;
45 private PhysicsScene ps;
46 private IMeshingPlugin imp;
47
48 [SetUp]
49 public void Initialize()
50 {
51 // Loading ODEPlugin
52 cbt = new OdePlugin();
53 // Loading Zero Mesher
54 imp = new ZeroMesherPlugin();
55 // Getting Physics Scene
56 ps = cbt.GetScene("test");
57 // Initializing Physics Scene.
58 ps.Initialise(imp.GetMesher(),null);
59 float[] _heightmap = new float[(int)Constants.RegionSize * (int)Constants.RegionSize];
60 for (int i = 0; i < ((int)Constants.RegionSize * (int)Constants.RegionSize); i++)
61 {
62 _heightmap[i] = 21f;
63 }
64 ps.SetTerrain(_heightmap);
65 }
66
67 [TearDown]
68 public void Terminate()
69 {
70 ps.DeleteTerrain();
71 ps.Dispose();
72
73 }
74
75 [Test]
76 public void CreateAndDropPhysicalCube()
77 {
78 PrimitiveBaseShape newcube = PrimitiveBaseShape.CreateBox();
79 Vector3 position = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 128f);
80 Vector3 size = new Vector3(0.5f, 0.5f, 0.5f);
81 Quaternion rot = Quaternion.Identity;
82 PhysicsActor prim = ps.AddPrimShape("CoolShape", newcube, position, size, rot, true);
83 OdePrim oprim = (OdePrim)prim;
84 OdeScene pscene = (OdeScene) ps;
85
86 Assert.That(oprim.m_taintadd);
87
88 prim.LocalID = 5;
89
90 for (int i = 0; i < 58; i++)
91 {
92 ps.Simulate(0.133f);
93
94 Assert.That(oprim.prim_geom != (IntPtr)0);
95
96 Assert.That(oprim.m_targetSpace != (IntPtr)0);
97
98 //Assert.That(oprim.m_targetSpace == pscene.space);
99 m_log.Info("TargetSpace: " + oprim.m_targetSpace + " - SceneMainSpace: " + pscene.space);
100
101 Assert.That(!oprim.m_taintadd);
102 m_log.Info("Prim Position (" + oprim.m_localID + "): " + prim.Position.ToString());
103
104 // Make sure we're above the ground
105 //Assert.That(prim.Position.Z > 20f);
106 //m_log.Info("PrimCollisionScore (" + oprim.m_localID + "): " + oprim.m_collisionscore);
107
108 // Make sure we've got a Body
109 Assert.That(oprim.Body != (IntPtr)0);
110 //m_log.Info(
111 }
112
113 // Make sure we're not somewhere above the ground
114 Assert.That(prim.Position.Z < 21.5f);
115
116 ps.RemovePrim(prim);
117 Assert.That(oprim.m_taintremove);
118 ps.Simulate(0.133f);
119 Assert.That(oprim.Body == (IntPtr)0);
120 }
121 }
122}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
new file mode 100644
index 0000000..87ca446
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
@@ -0,0 +1,98 @@
1/*
2 * Copyright ODE
3 * Ode.NET - .NET bindings for ODE
4 * Jason Perkins (starkos@industriousone.com)
5 * Licensed under the New BSD
6 * Part of the OpenDynamicsEngine
7Open Dynamics Engine
8Copyright (c) 2001-2007, Russell L. Smith.
9All rights reserved.
10
11Redistribution and use in source and binary forms, with or without
12modification, are permitted provided that the following conditions
13are met:
14
15Redistributions of source code must retain the above copyright notice,
16this list of conditions and the following disclaimer.
17
18Redistributions in binary form must reproduce the above copyright notice,
19this list of conditions and the following disclaimer in the documentation
20and/or other materials provided with the distribution.
21
22Neither the names of ODE's copyright owner nor the names of its
23contributors may be used to endorse or promote products derived from
24this software without specific prior written permission.
25
26THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
27"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
28LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
29FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
30OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
31SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
32TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
33PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
34LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
35NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
36SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
37 *
38 *
39 */
40
41using System;
42using System.Runtime.InteropServices;
43using Ode.NET;
44
45namespace Drawstuff.NET
46{
47#if dDOUBLE
48 using dReal = System.Double;
49#else
50 using dReal = System.Single;
51#endif
52
53 public static class ds
54 {
55 public const int VERSION = 2;
56
57 public enum Texture
58 {
59 None,
60 Wood
61 }
62
63 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
64 public delegate void CallbackFunction(int arg);
65
66 [StructLayout(LayoutKind.Sequential)]
67 public struct Functions
68 {
69 public int version;
70 public CallbackFunction start;
71 public CallbackFunction step;
72 public CallbackFunction command;
73 public CallbackFunction stop;
74 public string path_to_textures;
75 }
76
77 [DllImport("drawstuff", EntryPoint = "dsDrawBox")]
78 public static extern void DrawBox(ref d.Vector3 pos, ref d.Matrix3 R, ref d.Vector3 sides);
79
80 [DllImport("drawstuff", EntryPoint = "dsDrawCapsule")]
81 public static extern void DrawCapsule(ref d.Vector3 pos, ref d.Matrix3 R, dReal length, dReal radius);
82
83 [DllImport("drawstuff", EntryPoint = "dsDrawConvex")]
84 public static extern void DrawConvex(ref d.Vector3 pos, ref d.Matrix3 R, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
85
86 [DllImport("drawstuff", EntryPoint = "dsSetColor")]
87 public static extern void SetColor(float red, float green, float blue);
88
89 [DllImport("drawstuff", EntryPoint = "dsSetTexture")]
90 public static extern void SetTexture(Texture texture);
91
92 [DllImport("drawstuff", EntryPoint = "dsSetViewpoint")]
93 public static extern void SetViewpoint(ref d.Vector3 xyz, ref d.Vector3 hpr);
94
95 [DllImport("drawstuff", EntryPoint = "dsSimulationLoop")]
96 public static extern void SimulationLoop(int argc, string[] argv, int window_width, int window_height, ref Functions fn);
97 }
98}
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
index a2229e8..2a66060 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
@@ -1210,7 +1210,6 @@ namespace OpenSim.Region.Physics.OdePlugin
1210 1210
1211 public override float APIDDamping{ set { return; } } 1211 public override float APIDDamping{ set { return; } }
1212 1212
1213
1214 public override void SubscribeEvents(int ms) 1213 public override void SubscribeEvents(int ms)
1215 { 1214 {
1216 m_requestedUpdateFrequency = ms; 1215 m_requestedUpdateFrequency = ms;
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 3cf4501..2e39726 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -2831,7 +2831,7 @@ Console.WriteLine(" JointCreateFixed");
2831 } 2831 }
2832 public override bool PIDActive { set { m_usePID = value; } } 2832 public override bool PIDActive { set { m_usePID = value; } }
2833 public override float PIDTau { set { m_PIDTau = value; } } 2833 public override float PIDTau { set { m_PIDTau = value; } }
2834 2834
2835 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } 2835 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2836 public override bool PIDHoverActive { set { m_useHoverPID = value; } } 2836 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
2837 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } 2837 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
index 91ec3df..9ba5ebb 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
@@ -301,7 +301,7 @@ namespace OpenSim.Region.Physics.POSPlugin
301 { 301 {
302 set { return; } 302 set { return; }
303 } 303 }
304 304
305 public override Quaternion APIDTarget 305 public override Quaternion APIDTarget
306 { 306 {
307 set { return; } 307 set { return; }
diff --git a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
index ff0e743..d854176 100644
--- a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
+++ b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
@@ -88,89 +88,7 @@ namespace OpenSim.Region.RegionCombinerModule
88 public void RegionLoaded(Scene scene) 88 public void RegionLoaded(Scene scene)
89 { 89 {
90 if (enabledYN) 90 if (enabledYN)
91 {
92 RegionLoadedDoWork(scene); 91 RegionLoadedDoWork(scene);
93
94 scene.EventManager.OnNewPresence += NewPresence;
95 }
96 }
97
98 private void NewPresence(ScenePresence presence)
99 {
100 if (presence.IsChildAgent)
101 {
102 byte[] throttleData;
103
104 try
105 {
106 throttleData = presence.ControllingClient.GetThrottlesPacked(1);
107 }
108 catch (NotImplementedException)
109 {
110 return;
111 }
112
113 if (throttleData == null)
114 return;
115
116 if (throttleData.Length == 0)
117 return;
118
119 if (throttleData.Length != 28)
120 return;
121
122 byte[] adjData;
123 int pos = 0;
124
125 if (!BitConverter.IsLittleEndian)
126 {
127 byte[] newData = new byte[7 * 4];
128 Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
129
130 for (int i = 0; i < 7; i++)
131 Array.Reverse(newData, i * 4, 4);
132
133 adjData = newData;
134 }
135 else
136 {
137 adjData = throttleData;
138 }
139
140 // 0.125f converts from bits to bytes
141 int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
142 int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
143 int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
144 int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
145 int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
146 int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
147 int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
148 // State is a subcategory of task that we allocate a percentage to
149
150
151 //int total = resend + land + wind + cloud + task + texture + asset;
152
153 byte[] data = new byte[7 * 4];
154 int ii = 0;
155
156 Buffer.BlockCopy(Utils.FloatToBytes(resend), 0, data, ii, 4); ii += 4;
157 Buffer.BlockCopy(Utils.FloatToBytes(land * 50), 0, data, ii, 4); ii += 4;
158 Buffer.BlockCopy(Utils.FloatToBytes(wind), 0, data, ii, 4); ii += 4;
159 Buffer.BlockCopy(Utils.FloatToBytes(cloud), 0, data, ii, 4); ii += 4;
160 Buffer.BlockCopy(Utils.FloatToBytes(task), 0, data, ii, 4); ii += 4;
161 Buffer.BlockCopy(Utils.FloatToBytes(texture), 0, data, ii, 4); ii += 4;
162 Buffer.BlockCopy(Utils.FloatToBytes(asset), 0, data, ii, 4);
163
164 try
165 {
166 presence.ControllingClient.SetChildAgentThrottle(data);
167 }
168 catch (NotImplementedException)
169 {
170 return;
171 }
172
173 }
174 } 92 }
175 93
176 private void RegionLoadedDoWork(Scene scene) 94 private void RegionLoadedDoWork(Scene scene)
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
index ee32755..61e4934 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
@@ -248,6 +248,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
248 248
249 } 249 }
250 250
251 public static void StateChange(IScriptEngine engine, uint localID, UUID itemID)
252 {
253 // Remove a specific script
254
255 // Remove dataserver events
256 m_Dataserver[engine].RemoveEvents(localID, itemID);
257
258 IWorldComm comms = engine.World.RequestModuleInterface<IWorldComm>();
259 if (comms != null)
260 comms.DeleteListener(itemID);
261
262 IXMLRPC xmlrpc = engine.World.RequestModuleInterface<IXMLRPC>();
263 xmlrpc.DeleteChannels(itemID);
264 xmlrpc.CancelSRDRequests(itemID);
265
266 // Remove Sensors
267 m_SensorRepeat[engine].UnSetSenseRepeaterEvents(localID, itemID);
268
269 }
270
251 public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID) 271 public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID)
252 { 272 {
253 List<Object> data = new List<Object>(); 273 List<Object> data = new List<Object>();
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index af42dae..8381efa 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.Collections; 29using System.Collections;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Diagnostics; //for [DebuggerNonUserCode]
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using System.Text; 33using System.Text;
33using System.Threading; 34using System.Threading;
@@ -81,7 +82,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
81 /// </summary> 82 /// </summary>
82 public class LSL_Api : MarshalByRefObject, ILSL_Api, IScriptApi 83 public class LSL_Api : MarshalByRefObject, ILSL_Api, IScriptApi
83 { 84 {
84 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 85// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
85 protected IScriptEngine m_ScriptEngine; 86 protected IScriptEngine m_ScriptEngine;
86 protected SceneObjectPart m_host; 87 protected SceneObjectPart m_host;
87 protected uint m_localID; 88 protected uint m_localID;
@@ -99,6 +100,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
99 protected int m_notecardLineReadCharsMax = 255; 100 protected int m_notecardLineReadCharsMax = 255;
100 protected int m_scriptConsoleChannel = 0; 101 protected int m_scriptConsoleChannel = 0;
101 protected bool m_scriptConsoleChannelEnabled = false; 102 protected bool m_scriptConsoleChannelEnabled = false;
103 protected bool m_debuggerSafe = false;
102 protected IUrlModule m_UrlModule = null; 104 protected IUrlModule m_UrlModule = null;
103 protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache = 105 protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache =
104 new Dictionary<UUID, UserInfoCacheEntry>(); 106 new Dictionary<UUID, UserInfoCacheEntry>();
@@ -109,6 +111,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
109 m_host = host; 111 m_host = host;
110 m_localID = localID; 112 m_localID = localID;
111 m_itemID = itemID; 113 m_itemID = itemID;
114 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
112 115
113 m_ScriptDelayFactor = 116 m_ScriptDelayFactor =
114 m_ScriptEngine.Config.GetFloat("ScriptDelayFactor", 1.0f); 117 m_ScriptEngine.Config.GetFloat("ScriptDelayFactor", 1.0f);
@@ -161,6 +164,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
161 get { return m_ScriptEngine.World; } 164 get { return m_ScriptEngine.World; }
162 } 165 }
163 166
167 [DebuggerNonUserCode]
164 public void state(string newState) 168 public void state(string newState)
165 { 169 {
166 m_ScriptEngine.SetState(m_itemID, newState); 170 m_ScriptEngine.SetState(m_itemID, newState);
@@ -170,6 +174,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
170 /// Reset the named script. The script must be present 174 /// Reset the named script. The script must be present
171 /// in the same prim. 175 /// in the same prim.
172 /// </summary> 176 /// </summary>
177 [DebuggerNonUserCode]
173 public void llResetScript() 178 public void llResetScript()
174 { 179 {
175 m_host.AddScriptLPS(1); 180 m_host.AddScriptLPS(1);
@@ -226,9 +231,62 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
226 } 231 }
227 } 232 }
228 233
234 public List<ScenePresence> GetLinkAvatars(int linkType)
235 {
236 List<ScenePresence> ret = new List<ScenePresence>();
237 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
238 return ret;
239
240 List<ScenePresence> avs = m_host.ParentGroup.GetLinkedAvatars();
241
242 switch (linkType)
243 {
244 case ScriptBaseClass.LINK_SET:
245 return avs;
246
247 case ScriptBaseClass.LINK_ROOT:
248 return ret;
249
250 case ScriptBaseClass.LINK_ALL_OTHERS:
251 return avs;
252
253 case ScriptBaseClass.LINK_ALL_CHILDREN:
254 return avs;
255
256 case ScriptBaseClass.LINK_THIS:
257 return ret;
258
259 default:
260 if (linkType < 0)
261 return ret;
262
263 int partCount = m_host.ParentGroup.GetPartCount();
264
265 if (linkType <= partCount)
266 {
267 return ret;
268 }
269 else
270 {
271 linkType = linkType - partCount;
272 if (linkType > avs.Count)
273 {
274 return ret;
275 }
276 else
277 {
278 ret.Add(avs[linkType-1]);
279 return ret;
280 }
281 }
282 }
283 }
284
229 public List<SceneObjectPart> GetLinkParts(int linkType) 285 public List<SceneObjectPart> GetLinkParts(int linkType)
230 { 286 {
231 List<SceneObjectPart> ret = new List<SceneObjectPart>(); 287 List<SceneObjectPart> ret = new List<SceneObjectPart>();
288 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
289 return ret;
232 ret.Add(m_host); 290 ret.Add(m_host);
233 291
234 switch (linkType) 292 switch (linkType)
@@ -291,40 +349,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
291 protected UUID InventorySelf() 349 protected UUID InventorySelf()
292 { 350 {
293 UUID invItemID = new UUID(); 351 UUID invItemID = new UUID();
294 352 bool unlock = false;
295 lock (m_host.TaskInventory) 353 if (!m_host.TaskInventory.IsReadLockedByMe())
296 { 354 {
297 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 355 m_host.TaskInventory.LockItemsForRead(true);
356 unlock = true;
357 }
358 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
359 {
360 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID)
298 { 361 {
299 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID) 362 invItemID = inv.Key;
300 { 363 break;
301 invItemID = inv.Key;
302 break;
303 }
304 } 364 }
305 } 365 }
306 366 if (unlock)
367 {
368 m_host.TaskInventory.LockItemsForRead(false);
369 }
307 return invItemID; 370 return invItemID;
308 } 371 }
309 372
310 protected UUID InventoryKey(string name, int type) 373 protected UUID InventoryKey(string name, int type)
311 { 374 {
312 m_host.AddScriptLPS(1); 375 m_host.AddScriptLPS(1);
313 376 m_host.TaskInventory.LockItemsForRead(true);
314 lock (m_host.TaskInventory) 377
378 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
315 { 379 {
316 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 380 if (inv.Value.Name == name)
317 { 381 {
318 if (inv.Value.Name == name) 382 m_host.TaskInventory.LockItemsForRead(false);
383
384 if (inv.Value.Type != type)
319 { 385 {
320 if (inv.Value.Type != type) 386 return UUID.Zero;
321 return UUID.Zero;
322
323 return inv.Value.AssetID;
324 } 387 }
388
389 return inv.Value.AssetID;
325 } 390 }
326 } 391 }
327 392
393 m_host.TaskInventory.LockItemsForRead(false);
328 return UUID.Zero; 394 return UUID.Zero;
329 } 395 }
330 396
@@ -332,17 +398,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
332 { 398 {
333 m_host.AddScriptLPS(1); 399 m_host.AddScriptLPS(1);
334 400
335 lock (m_host.TaskInventory) 401
402 m_host.TaskInventory.LockItemsForRead(true);
403
404 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
336 { 405 {
337 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 406 if (inv.Value.Name == name)
338 { 407 {
339 if (inv.Value.Name == name) 408 m_host.TaskInventory.LockItemsForRead(false);
340 { 409 return inv.Value.AssetID;
341 return inv.Value.AssetID;
342 }
343 } 410 }
344 } 411 }
345 412
413 m_host.TaskInventory.LockItemsForRead(false);
414
415
346 return UUID.Zero; 416 return UUID.Zero;
347 } 417 }
348 418
@@ -484,26 +554,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
484 554
485 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke 555 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke
486 556
487 // Old implementation of llRot2Euler. Normalization not required as Atan2 function will 557 // Utility function for llRot2Euler
488 // only return values >= -PI (-180 degrees) and <= PI (180 degrees). 558
559 // normalize an angle between -PI and PI (-180 to +180 degrees)
560 protected double NormalizeAngle(double angle)
561 {
562 if (angle > -Math.PI && angle < Math.PI)
563 return angle;
564
565 int numPis = (int)(Math.PI / angle);
566 double remainder = angle - Math.PI * numPis;
567 if (numPis % 2 == 1)
568 return Math.PI - angle;
569 return remainder;
570 }
489 571
490 public LSL_Vector llRot2Euler(LSL_Rotation r) 572 public LSL_Vector llRot2Euler(LSL_Rotation q1)
491 { 573 {
492 m_host.AddScriptLPS(1); 574 m_host.AddScriptLPS(1);
493 //This implementation is from http://lslwiki.net/lslwiki/wakka.php?wakka=LibraryRotationFunctions. ckrinke 575 LSL_Vector eul = new LSL_Vector();
494 LSL_Rotation t = new LSL_Rotation(r.x * r.x, r.y * r.y, r.z * r.z, r.s * r.s); 576
495 double m = (t.x + t.y + t.z + t.s); 577 double sqw = q1.s*q1.s;
496 if (m == 0) return new LSL_Vector(); 578 double sqx = q1.x*q1.x;
497 double n = 2 * (r.y * r.s + r.x * r.z); 579 double sqy = q1.z*q1.z;
498 double p = m * m - n * n; 580 double sqz = q1.y*q1.y;
499 if (p > 0) 581 double unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor
500 return new LSL_Vector(Math.Atan2(2.0 * (r.x * r.s - r.y * r.z), (-t.x - t.y + t.z + t.s)), 582 double test = q1.x*q1.z + q1.y*q1.s;
501 Math.Atan2(n, Math.Sqrt(p)), 583 if (test > 0.4999*unit) { // singularity at north pole
502 Math.Atan2(2.0 * (r.z * r.s - r.x * r.y), (t.x - t.y - t.z + t.s))); 584 eul.z = 2 * Math.Atan2(q1.x,q1.s);
503 else if (n > 0) 585 eul.y = Math.PI/2;
504 return new LSL_Vector(0.0, Math.PI * 0.5, Math.Atan2((r.z * r.s + r.x * r.y), 0.5 - t.x - t.z)); 586 eul.x = 0;
505 else 587 return eul;
506 return new LSL_Vector(0.0, -Math.PI * 0.5, Math.Atan2((r.z * r.s + r.x * r.y), 0.5 - t.x - t.z)); 588 }
589 if (test < -0.4999*unit) { // singularity at south pole
590 eul.z = -2 * Math.Atan2(q1.x,q1.s);
591 eul.y = -Math.PI/2;
592 eul.x = 0;
593 return eul;
594 }
595 eul.z = Math.Atan2(2*q1.z*q1.s-2*q1.x*q1.y , sqx - sqy - sqz + sqw);
596 eul.y = Math.Asin(2*test/unit);
597 eul.x = Math.Atan2(2*q1.x*q1.s-2*q1.z*q1.y , -sqx + sqy - sqz + sqw);
598 return eul;
507 } 599 }
508 600
509 /* From wiki: 601 /* From wiki:
@@ -705,77 +797,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
705 { 797 {
706 //A and B should both be normalized 798 //A and B should both be normalized
707 m_host.AddScriptLPS(1); 799 m_host.AddScriptLPS(1);
708 LSL_Rotation rotBetween; 800 /* This method is more accurate than the SL one, and thus causes problems
709 // Check for zero vectors. If either is zero, return zero rotation. Otherwise, 801 for scripts that deal with the SL inaccuracy around 180-degrees -.- .._.
710 // continue calculation. 802
711 if (a == new LSL_Vector(0.0f, 0.0f, 0.0f) || b == new LSL_Vector(0.0f, 0.0f, 0.0f)) 803 double dotProduct = LSL_Vector.Dot(a, b);
804 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
805 double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b);
806 double angle = Math.Acos(dotProduct / magProduct);
807 LSL_Vector axis = LSL_Vector.Norm(crossProduct);
808 double s = Math.Sin(angle / 2);
809
810 double x = axis.x * s;
811 double y = axis.y * s;
812 double z = axis.z * s;
813 double w = Math.Cos(angle / 2);
814
815 if (Double.IsNaN(x) || Double.IsNaN(y) || Double.IsNaN(z) || Double.IsNaN(w))
816 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
817
818 return new LSL_Rotation((float)x, (float)y, (float)z, (float)w);
819 */
820
821 // This method mimics the 180 errors found in SL
822 // See www.euclideanspace.com... angleBetween
823 LSL_Vector vec_a = a;
824 LSL_Vector vec_b = b;
825
826 // Eliminate zero length
827 LSL_Float vec_a_mag = LSL_Vector.Mag(vec_a);
828 LSL_Float vec_b_mag = LSL_Vector.Mag(vec_b);
829 if (vec_a_mag < 0.00001 ||
830 vec_b_mag < 0.00001)
712 { 831 {
713 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); 832 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
714 } 833 }
715 else 834
835 // Normalize
836 vec_a = llVecNorm(vec_a);
837 vec_b = llVecNorm(vec_b);
838
839 // Calculate axis and rotation angle
840 LSL_Vector axis = vec_a % vec_b;
841 LSL_Float cos_theta = vec_a * vec_b;
842
843 // Check if parallel
844 if (cos_theta > 0.99999)
716 { 845 {
717 a = LSL_Vector.Norm(a); 846 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
718 b = LSL_Vector.Norm(b); 847 }
719 double dotProduct = LSL_Vector.Dot(a, b); 848
720 // There are two degenerate cases possible. These are for vectors 180 or 849 // Check if anti-parallel
721 // 0 degrees apart. These have to be detected and handled individually. 850 else if (cos_theta < -0.99999)
722 // 851 {
723 // Check for vectors 180 degrees apart. 852 LSL_Vector orthog_axis = new LSL_Vector(1.0, 0.0, 0.0) - (vec_a.x / (vec_a * vec_a) * vec_a);
724 // A dot product of -1 would mean the angle between vectors is 180 degrees. 853 if (LSL_Vector.Mag(orthog_axis) < 0.000001) orthog_axis = new LSL_Vector(0.0, 0.0, 1.0);
725 if (dotProduct < -0.9999999f) 854 return new LSL_Rotation((float)orthog_axis.x, (float)orthog_axis.y, (float)orthog_axis.z, 0.0);
726 { 855 }
727 // First assume X axis is orthogonal to the vectors. 856 else // other rotation
728 LSL_Vector orthoVector = new LSL_Vector(1.0f, 0.0f, 0.0f); 857 {
729 orthoVector = orthoVector - a * (a.x / LSL_Vector.Dot(a, a)); 858 LSL_Float theta = (LSL_Float)Math.Acos(cos_theta) * 0.5f;
730 // Check for near zero vector. A very small non-zero number here will create 859 axis = llVecNorm(axis);
731 // a rotation in an undesired direction. 860 double x, y, z, s, t;
732 if (LSL_Vector.Mag(orthoVector) > 0.0001) 861 s = Math.Cos(theta);
733 { 862 t = Math.Sin(theta);
734 rotBetween = new LSL_Rotation(orthoVector.x, orthoVector.y, orthoVector.z, 0.0f); 863 x = axis.x * t;
735 } 864 y = axis.y * t;
736 // If the magnitude of the vector was near zero, then assume the X axis is not 865 z = axis.z * t;
737 // orthogonal and use the Z axis instead. 866 return new LSL_Rotation(x,y,z,s);
738 else
739 {
740 // Set 180 z rotation.
741 rotBetween = new LSL_Rotation(0.0f, 0.0f, 1.0f, 0.0f);
742 }
743 }
744 // Check for parallel vectors.
745 // A dot product of 1 would mean the angle between vectors is 0 degrees.
746 else if (dotProduct > 0.9999999f)
747 {
748 // Set zero rotation.
749 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
750 }
751 else
752 {
753 // All special checks have been performed so get the axis of rotation.
754 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
755 // Quarternion s value is the length of the unit vector + dot product.
756 double qs = 1.0 + dotProduct;
757 rotBetween = new LSL_Rotation(crossProduct.x, crossProduct.y, crossProduct.z, qs);
758 // Normalize the rotation.
759 double mag = LSL_Rotation.Mag(rotBetween);
760 // We shouldn't have to worry about a divide by zero here. The qs value will be
761 // non-zero because we already know if we're here, then the dotProduct is not -1 so
762 // qs will not be zero. Also, we've already handled the input vectors being zero so the
763 // crossProduct vector should also not be zero.
764 rotBetween.x = rotBetween.x / mag;
765 rotBetween.y = rotBetween.y / mag;
766 rotBetween.z = rotBetween.z / mag;
767 rotBetween.s = rotBetween.s / mag;
768 // Check for undefined values and set zero rotation if any found. This code might not actually be required
769 // any longer since zero vectors are checked for at the top.
770 if (Double.IsNaN(rotBetween.x) || Double.IsNaN(rotBetween.y) || Double.IsNaN(rotBetween.z) || Double.IsNaN(rotBetween.s))
771 {
772 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
773 }
774 }
775 } 867 }
776 return rotBetween;
777 } 868 }
778 869
779 public void llWhisper(int channelID, string text) 870 public void llWhisper(int channelID, string text)
780 { 871 {
781 m_host.AddScriptLPS(1); 872 m_host.AddScriptLPS(1);
@@ -1099,10 +1190,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1099 return detectedParams.TouchUV; 1190 return detectedParams.TouchUV;
1100 } 1191 }
1101 1192
1193 [DebuggerNonUserCode]
1102 public virtual void llDie() 1194 public virtual void llDie()
1103 { 1195 {
1104 m_host.AddScriptLPS(1); 1196 m_host.AddScriptLPS(1);
1105 throw new SelfDeleteException(); 1197 if (!m_host.IsAttachment) throw new SelfDeleteException();
1106 } 1198 }
1107 1199
1108 public LSL_Float llGround(LSL_Vector offset) 1200 public LSL_Float llGround(LSL_Vector offset)
@@ -1175,6 +1267,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1175 1267
1176 public void llSetStatus(int status, int value) 1268 public void llSetStatus(int status, int value)
1177 { 1269 {
1270 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
1271 return;
1178 m_host.AddScriptLPS(1); 1272 m_host.AddScriptLPS(1);
1179 1273
1180 int statusrotationaxis = 0; 1274 int statusrotationaxis = 0;
@@ -1408,6 +1502,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1408 { 1502 {
1409 m_host.AddScriptLPS(1); 1503 m_host.AddScriptLPS(1);
1410 1504
1505 SetColor(m_host, color, face);
1506 }
1507
1508 protected void SetColor(SceneObjectPart part, LSL_Vector color, int face)
1509 {
1510 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1511 return;
1512
1513 Primitive.TextureEntry tex = part.Shape.Textures;
1514 Color4 texcolor;
1515 if (face >= 0 && face < GetNumberOfSides(part))
1516 {
1517 texcolor = tex.CreateFace((uint)face).RGBA;
1518 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1519 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1520 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1521 tex.FaceTextures[face].RGBA = texcolor;
1522 part.UpdateTexture(tex);
1523 return;
1524 }
1525 else if (face == ScriptBaseClass.ALL_SIDES)
1526 {
1527 for (uint i = 0; i < GetNumberOfSides(part); i++)
1528 {
1529 if (tex.FaceTextures[i] != null)
1530 {
1531 texcolor = tex.FaceTextures[i].RGBA;
1532 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1533 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1534 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1535 tex.FaceTextures[i].RGBA = texcolor;
1536 }
1537 texcolor = tex.DefaultTexture.RGBA;
1538 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1539 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1540 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1541 tex.DefaultTexture.RGBA = texcolor;
1542 }
1543 part.UpdateTexture(tex);
1544 return;
1545 }
1546
1411 if (face == ScriptBaseClass.ALL_SIDES) 1547 if (face == ScriptBaseClass.ALL_SIDES)
1412 face = SceneObjectPart.ALL_SIDES; 1548 face = SceneObjectPart.ALL_SIDES;
1413 1549
@@ -1416,6 +1552,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1416 1552
1417 public void SetTexGen(SceneObjectPart part, int face,int style) 1553 public void SetTexGen(SceneObjectPart part, int face,int style)
1418 { 1554 {
1555 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1556 return;
1557
1419 Primitive.TextureEntry tex = part.Shape.Textures; 1558 Primitive.TextureEntry tex = part.Shape.Textures;
1420 MappingType textype; 1559 MappingType textype;
1421 textype = MappingType.Default; 1560 textype = MappingType.Default;
@@ -1446,6 +1585,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1446 1585
1447 public void SetGlow(SceneObjectPart part, int face, float glow) 1586 public void SetGlow(SceneObjectPart part, int face, float glow)
1448 { 1587 {
1588 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1589 return;
1590
1449 Primitive.TextureEntry tex = part.Shape.Textures; 1591 Primitive.TextureEntry tex = part.Shape.Textures;
1450 if (face >= 0 && face < GetNumberOfSides(part)) 1592 if (face >= 0 && face < GetNumberOfSides(part))
1451 { 1593 {
@@ -1471,6 +1613,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1471 1613
1472 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump) 1614 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump)
1473 { 1615 {
1616 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1617 return;
1474 1618
1475 Shininess sval = new Shininess(); 1619 Shininess sval = new Shininess();
1476 1620
@@ -1521,6 +1665,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1521 1665
1522 public void SetFullBright(SceneObjectPart part, int face, bool bright) 1666 public void SetFullBright(SceneObjectPart part, int face, bool bright)
1523 { 1667 {
1668 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1669 return;
1670
1524 Primitive.TextureEntry tex = part.Shape.Textures; 1671 Primitive.TextureEntry tex = part.Shape.Textures;
1525 if (face >= 0 && face < GetNumberOfSides(part)) 1672 if (face >= 0 && face < GetNumberOfSides(part))
1526 { 1673 {
@@ -1581,13 +1728,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1581 m_host.AddScriptLPS(1); 1728 m_host.AddScriptLPS(1);
1582 1729
1583 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1730 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1584 1731 if (parts.Count > 0)
1585 foreach (SceneObjectPart part in parts) 1732 {
1586 SetAlpha(part, alpha, face); 1733 try
1734 {
1735 parts[0].ParentGroup.areUpdatesSuspended = true;
1736 foreach (SceneObjectPart part in parts)
1737 SetAlpha(part, alpha, face);
1738 }
1739 finally
1740 {
1741 parts[0].ParentGroup.areUpdatesSuspended = false;
1742 }
1743 }
1587 } 1744 }
1588 1745
1589 protected void SetAlpha(SceneObjectPart part, double alpha, int face) 1746 protected void SetAlpha(SceneObjectPart part, double alpha, int face)
1590 { 1747 {
1748 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1749 return;
1750
1591 Primitive.TextureEntry tex = part.Shape.Textures; 1751 Primitive.TextureEntry tex = part.Shape.Textures;
1592 Color4 texcolor; 1752 Color4 texcolor;
1593 if (face >= 0 && face < GetNumberOfSides(part)) 1753 if (face >= 0 && face < GetNumberOfSides(part))
@@ -1633,7 +1793,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1633 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction, 1793 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction,
1634 float wind, float tension, LSL_Vector Force) 1794 float wind, float tension, LSL_Vector Force)
1635 { 1795 {
1636 if (part == null) 1796 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1637 return; 1797 return;
1638 1798
1639 if (flexi) 1799 if (flexi)
@@ -1668,7 +1828,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1668 /// <param name="falloff"></param> 1828 /// <param name="falloff"></param>
1669 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff) 1829 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff)
1670 { 1830 {
1671 if (part == null) 1831 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1672 return; 1832 return;
1673 1833
1674 if (light) 1834 if (light)
@@ -1745,15 +1905,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1745 m_host.AddScriptLPS(1); 1905 m_host.AddScriptLPS(1);
1746 1906
1747 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1907 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1748 1908 if (parts.Count > 0)
1749 foreach (SceneObjectPart part in parts) 1909 {
1750 SetTexture(part, texture, face); 1910 try
1751 1911 {
1912 parts[0].ParentGroup.areUpdatesSuspended = true;
1913 foreach (SceneObjectPart part in parts)
1914 SetTexture(part, texture, face);
1915 }
1916 finally
1917 {
1918 parts[0].ParentGroup.areUpdatesSuspended = false;
1919 }
1920 }
1752 ScriptSleep(200); 1921 ScriptSleep(200);
1753 } 1922 }
1754 1923
1755 protected void SetTexture(SceneObjectPart part, string texture, int face) 1924 protected void SetTexture(SceneObjectPart part, string texture, int face)
1756 { 1925 {
1926 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1927 return;
1928
1757 UUID textureID=new UUID(); 1929 UUID textureID=new UUID();
1758 1930
1759 if (!UUID.TryParse(texture, out textureID)) 1931 if (!UUID.TryParse(texture, out textureID))
@@ -1799,6 +1971,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1799 1971
1800 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face) 1972 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face)
1801 { 1973 {
1974 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1975 return;
1976
1802 Primitive.TextureEntry tex = part.Shape.Textures; 1977 Primitive.TextureEntry tex = part.Shape.Textures;
1803 if (face >= 0 && face < GetNumberOfSides(part)) 1978 if (face >= 0 && face < GetNumberOfSides(part))
1804 { 1979 {
@@ -1835,6 +2010,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1835 2010
1836 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face) 2011 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face)
1837 { 2012 {
2013 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2014 return;
2015
1838 Primitive.TextureEntry tex = part.Shape.Textures; 2016 Primitive.TextureEntry tex = part.Shape.Textures;
1839 if (face >= 0 && face < GetNumberOfSides(part)) 2017 if (face >= 0 && face < GetNumberOfSides(part))
1840 { 2018 {
@@ -1871,6 +2049,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1871 2049
1872 protected void RotateTexture(SceneObjectPart part, double rotation, int face) 2050 protected void RotateTexture(SceneObjectPart part, double rotation, int face)
1873 { 2051 {
2052 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2053 return;
2054
1874 Primitive.TextureEntry tex = part.Shape.Textures; 2055 Primitive.TextureEntry tex = part.Shape.Textures;
1875 if (face >= 0 && face < GetNumberOfSides(part)) 2056 if (face >= 0 && face < GetNumberOfSides(part))
1876 { 2057 {
@@ -1941,6 +2122,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1941 2122
1942 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos) 2123 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos)
1943 { 2124 {
2125 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2126 return;
2127
1944 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos) 2128 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos)
1945 LSL_Vector currentPos = GetPartLocalPos(part); 2129 LSL_Vector currentPos = GetPartLocalPos(part);
1946 2130
@@ -1957,7 +2141,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1957 } 2141 }
1958 else 2142 else
1959 { 2143 {
1960 LSL_Vector rel_vec = SetPosAdjust(currentPos, targetPos); 2144 LSL_Vector rel_vec = SetPosAdjust(new LSL_Vector(part.OffsetPosition.X, part.OffsetPosition.Y, part.OffsetPosition.Z), targetPos);
1961 part.OffsetPosition = new Vector3((float)rel_vec.x, (float)rel_vec.y, (float)rel_vec.z); 2145 part.OffsetPosition = new Vector3((float)rel_vec.x, (float)rel_vec.y, (float)rel_vec.z);
1962 SceneObjectGroup parent = part.ParentGroup; 2146 SceneObjectGroup parent = part.ParentGroup;
1963 parent.HasGroupChanged = true; 2147 parent.HasGroupChanged = true;
@@ -2040,6 +2224,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2040 2224
2041 protected void SetRot(SceneObjectPart part, Quaternion rot) 2225 protected void SetRot(SceneObjectPart part, Quaternion rot)
2042 { 2226 {
2227 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2228 return;
2229
2043 part.UpdateRotation(rot); 2230 part.UpdateRotation(rot);
2044 // Update rotation does not move the object in the physics scene if it's a linkset. 2231 // Update rotation does not move the object in the physics scene if it's a linkset.
2045 2232
@@ -2659,12 +2846,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2659 2846
2660 m_host.AddScriptLPS(1); 2847 m_host.AddScriptLPS(1);
2661 2848
2849 m_host.TaskInventory.LockItemsForRead(true);
2662 TaskInventoryItem item = m_host.TaskInventory[invItemID]; 2850 TaskInventoryItem item = m_host.TaskInventory[invItemID];
2663 2851 m_host.TaskInventory.LockItemsForRead(false);
2664 lock (m_host.TaskInventory)
2665 {
2666 item = m_host.TaskInventory[invItemID];
2667 }
2668 2852
2669 if (item.PermsGranter == UUID.Zero) 2853 if (item.PermsGranter == UUID.Zero)
2670 return 0; 2854 return 0;
@@ -2739,6 +2923,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2739 if (dist > m_ScriptDistanceFactor * 10.0f) 2923 if (dist > m_ScriptDistanceFactor * 10.0f)
2740 return; 2924 return;
2741 2925
2926 //Clone is thread-safe
2742 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 2927 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
2743 2928
2744 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory) 2929 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory)
@@ -2801,6 +2986,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2801 2986
2802 public void llLookAt(LSL_Vector target, double strength, double damping) 2987 public void llLookAt(LSL_Vector target, double strength, double damping)
2803 { 2988 {
2989 /*
2804 m_host.AddScriptLPS(1); 2990 m_host.AddScriptLPS(1);
2805 // Determine where we are looking from 2991 // Determine where we are looking from
2806 LSL_Vector from = llGetPos(); 2992 LSL_Vector from = llGetPos();
@@ -2820,10 +3006,31 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2820 // the angles of rotation in radians into rotation value 3006 // the angles of rotation in radians into rotation value
2821 3007
2822 LSL_Types.Quaternion rot = llEuler2Rot(angle); 3008 LSL_Types.Quaternion rot = llEuler2Rot(angle);
2823 Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s); 3009
2824 m_host.startLookAt(rotation, (float)damping, (float)strength); 3010 // This would only work if your physics system contains an APID controller:
3011 // Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s);
3012 // m_host.startLookAt(rotation, (float)damping, (float)strength);
3013
2825 // Orient the object to the angle calculated 3014 // Orient the object to the angle calculated
2826 //llSetRot(rot); 3015 llSetRot(rot);
3016 */
3017
3018 //The above code, while nice, doesn't replicate the behaviour of SL and tends to "roll" the object.
3019 //There's probably a smarter way of doing this, my rotation math-fu is weak.
3020 // http://bugs.meta7.com/view.php?id=28
3021 // - Tom
3022
3023 LSL_Rotation newrot = llGetRot() * llRotBetween(new LSL_Vector(1.0d, 0.0d, 0.0d) * llGetRot(), new LSL_Vector(0.0d, 0.0d, -1.0d));
3024 llSetRot(newrot * llRotBetween(new LSL_Vector(0.0d,0.0d,1.0d) * newrot, target - llGetPos()));
3025
3026 }
3027
3028 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
3029 {
3030 m_host.AddScriptLPS(1);
3031// NotImplemented("llRotLookAt");
3032 m_host.RotLookAt(Rot2Quaternion(target), (float)strength, (float)damping);
3033
2827 } 3034 }
2828 3035
2829 public void llStopLookAt() 3036 public void llStopLookAt()
@@ -2872,13 +3079,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2872 { 3079 {
2873 TaskInventoryItem item; 3080 TaskInventoryItem item;
2874 3081
2875 lock (m_host.TaskInventory) 3082 m_host.TaskInventory.LockItemsForRead(true);
3083 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2876 { 3084 {
2877 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3085 m_host.TaskInventory.LockItemsForRead(false);
2878 return; 3086 return;
2879 else 3087 }
2880 item = m_host.TaskInventory[InventorySelf()]; 3088 else
3089 {
3090 item = m_host.TaskInventory[InventorySelf()];
2881 } 3091 }
3092 m_host.TaskInventory.LockItemsForRead(false);
2882 3093
2883 if (item.PermsGranter != UUID.Zero) 3094 if (item.PermsGranter != UUID.Zero)
2884 { 3095 {
@@ -2900,13 +3111,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2900 { 3111 {
2901 TaskInventoryItem item; 3112 TaskInventoryItem item;
2902 3113
3114 m_host.TaskInventory.LockItemsForRead(true);
2903 lock (m_host.TaskInventory) 3115 lock (m_host.TaskInventory)
2904 { 3116 {
3117
2905 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3118 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3119 {
3120 m_host.TaskInventory.LockItemsForRead(false);
2906 return; 3121 return;
3122 }
2907 else 3123 else
3124 {
2908 item = m_host.TaskInventory[InventorySelf()]; 3125 item = m_host.TaskInventory[InventorySelf()];
3126 }
2909 } 3127 }
3128 m_host.TaskInventory.LockItemsForRead(false);
2910 3129
2911 m_host.AddScriptLPS(1); 3130 m_host.AddScriptLPS(1);
2912 3131
@@ -2938,19 +3157,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2938 { 3157 {
2939 m_host.AddScriptLPS(1); 3158 m_host.AddScriptLPS(1);
2940 3159
2941 if (m_host.ParentGroup.RootPart.AttachmentPoint == 0)
2942 return;
2943
2944 TaskInventoryItem item; 3160 TaskInventoryItem item;
2945 3161
2946 lock (m_host.TaskInventory) 3162 m_host.TaskInventory.LockItemsForRead(true);
3163
3164 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2947 { 3165 {
2948 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3166 m_host.TaskInventory.LockItemsForRead(false);
2949 return; 3167 return;
2950 else 3168 }
2951 item = m_host.TaskInventory[InventorySelf()]; 3169 else
3170 {
3171 item = m_host.TaskInventory[InventorySelf()];
2952 } 3172 }
2953 3173
3174 m_host.TaskInventory.LockItemsForRead(false);
3175
2954 if (item.PermsGranter != m_host.OwnerID) 3176 if (item.PermsGranter != m_host.OwnerID)
2955 return; 3177 return;
2956 3178
@@ -2960,10 +3182,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2960 3182
2961 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 3183 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
2962 3184
2963 IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule; 3185 grp.AttachToAgent(m_host.OwnerID, (uint)attachment, Vector3.Zero, false);
2964 if (attachmentsModule != null)
2965 attachmentsModule.AttachObject(presence.ControllingClient,
2966 grp, (uint)attachment, false);
2967 } 3186 }
2968 } 3187 }
2969 3188
@@ -2976,13 +3195,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2976 3195
2977 TaskInventoryItem item; 3196 TaskInventoryItem item;
2978 3197
2979 lock (m_host.TaskInventory) 3198 m_host.TaskInventory.LockItemsForRead(true);
3199
3200 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2980 { 3201 {
2981 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3202 m_host.TaskInventory.LockItemsForRead(false);
2982 return; 3203 return;
2983 else 3204 }
2984 item = m_host.TaskInventory[InventorySelf()]; 3205 else
3206 {
3207 item = m_host.TaskInventory[InventorySelf()];
2985 } 3208 }
3209 m_host.TaskInventory.LockItemsForRead(false);
3210
2986 3211
2987 if (item.PermsGranter != m_host.OwnerID) 3212 if (item.PermsGranter != m_host.OwnerID)
2988 return; 3213 return;
@@ -3021,6 +3246,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3021 3246
3022 public void llInstantMessage(string user, string message) 3247 public void llInstantMessage(string user, string message)
3023 { 3248 {
3249 UUID result;
3250 if (!UUID.TryParse(user, out result))
3251 {
3252 if (!m_debuggerSafe)
3253 {
3254 throw new Exception(String.Format("An invalid key of '{0} was passed to llInstantMessage", user));
3255 }
3256 return;
3257 }
3258
3259
3024 m_host.AddScriptLPS(1); 3260 m_host.AddScriptLPS(1);
3025 3261
3026 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance. 3262 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance.
@@ -3035,14 +3271,34 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3035 UUID friendTransactionID = UUID.Random(); 3271 UUID friendTransactionID = UUID.Random();
3036 3272
3037 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID); 3273 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
3038 3274
3039 GridInstantMessage msg = new GridInstantMessage(); 3275 GridInstantMessage msg = new GridInstantMessage();
3040 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid; 3276 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid;
3041 msg.toAgentID = new Guid(user); // toAgentID.Guid; 3277 msg.toAgentID = new Guid(user); // toAgentID.Guid;
3042 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here 3278 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here
3043// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message); 3279// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message);
3044// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString()); 3280// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString());
3045 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();// timestamp; 3281 DateTime dt = DateTime.UtcNow;
3282
3283 // Ticks from UtcNow, but make it look like local. Evil, huh?
3284 dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
3285
3286 try
3287 {
3288 // Convert that to the PST timezone
3289 TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
3290 dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
3291 }
3292 catch
3293 {
3294 // No logging here, as it could be VERY spammy
3295 }
3296
3297 // And make it look local again to fool the unix time util
3298 dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
3299
3300 msg.timestamp = (uint)Util.ToUnixTime(dt);
3301
3046 //if (client != null) 3302 //if (client != null)
3047 //{ 3303 //{
3048 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName; 3304 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName;
@@ -3056,13 +3312,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3056 msg.message = message.Substring(0, 1024); 3312 msg.message = message.Substring(0, 1024);
3057 else 3313 else
3058 msg.message = message; 3314 msg.message = message;
3059 msg.dialog = (byte)19; // messgage from script ??? // dialog; 3315 msg.dialog = (byte)19; // MessageFromObject
3060 msg.fromGroup = false;// fromGroup; 3316 msg.fromGroup = false;// fromGroup;
3061 msg.offline = (byte)0; //offline; 3317 msg.offline = (byte)0; //offline;
3062 msg.ParentEstateID = 0; //ParentEstateID; 3318 msg.ParentEstateID = World.RegionInfo.EstateSettings.EstateID;
3063 msg.Position = Vector3.Zero;// new Vector3(m_host.AbsolutePosition); 3319 msg.Position = new Vector3(m_host.AbsolutePosition);
3064 msg.RegionID = World.RegionInfo.RegionID.Guid;//RegionID.Guid; 3320 msg.RegionID = World.RegionInfo.RegionID.Guid;
3065 msg.binaryBucket = new byte[0];// binaryBucket; 3321 msg.binaryBucket = Util.StringToBytes256(m_host.OwnerID.ToString());
3066 3322
3067 if (m_TransferModule != null) 3323 if (m_TransferModule != null)
3068 { 3324 {
@@ -3082,7 +3338,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3082 } 3338 }
3083 3339
3084 emailModule.SendEmail(m_host.UUID, address, subject, message); 3340 emailModule.SendEmail(m_host.UUID, address, subject, message);
3085 ScriptSleep(20000); 3341 ScriptSleep(15000);
3086 } 3342 }
3087 3343
3088 public void llGetNextEmail(string address, string subject) 3344 public void llGetNextEmail(string address, string subject)
@@ -3184,13 +3440,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3184 m_host.AddScriptLPS(1); 3440 m_host.AddScriptLPS(1);
3185 } 3441 }
3186 3442
3187 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
3188 {
3189 m_host.AddScriptLPS(1);
3190 Quaternion rot = new Quaternion((float)target.x, (float)target.y, (float)target.z, (float)target.s);
3191 m_host.RotLookAt(rot, (float)strength, (float)damping);
3192 }
3193
3194 public LSL_Integer llStringLength(string str) 3443 public LSL_Integer llStringLength(string str)
3195 { 3444 {
3196 m_host.AddScriptLPS(1); 3445 m_host.AddScriptLPS(1);
@@ -3214,14 +3463,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3214 3463
3215 TaskInventoryItem item; 3464 TaskInventoryItem item;
3216 3465
3217 lock (m_host.TaskInventory) 3466 m_host.TaskInventory.LockItemsForRead(true);
3467 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3218 { 3468 {
3219 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3469 m_host.TaskInventory.LockItemsForRead(false);
3220 return; 3470 return;
3221 else
3222 item = m_host.TaskInventory[InventorySelf()];
3223 } 3471 }
3224 3472 else
3473 {
3474 item = m_host.TaskInventory[InventorySelf()];
3475 }
3476 m_host.TaskInventory.LockItemsForRead(false);
3225 if (item.PermsGranter == UUID.Zero) 3477 if (item.PermsGranter == UUID.Zero)
3226 return; 3478 return;
3227 3479
@@ -3251,13 +3503,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3251 3503
3252 TaskInventoryItem item; 3504 TaskInventoryItem item;
3253 3505
3254 lock (m_host.TaskInventory) 3506 m_host.TaskInventory.LockItemsForRead(true);
3507 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3255 { 3508 {
3256 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3509 m_host.TaskInventory.LockItemsForRead(false);
3257 return; 3510 return;
3258 else 3511 }
3259 item = m_host.TaskInventory[InventorySelf()]; 3512 else
3513 {
3514 item = m_host.TaskInventory[InventorySelf()];
3260 } 3515 }
3516 m_host.TaskInventory.LockItemsForRead(false);
3517
3261 3518
3262 if (item.PermsGranter == UUID.Zero) 3519 if (item.PermsGranter == UUID.Zero)
3263 return; 3520 return;
@@ -3328,10 +3585,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3328 3585
3329 TaskInventoryItem item; 3586 TaskInventoryItem item;
3330 3587
3331 lock (m_host.TaskInventory) 3588
3589 m_host.TaskInventory.LockItemsForRead(true);
3590 if (!m_host.TaskInventory.ContainsKey(invItemID))
3591 {
3592 m_host.TaskInventory.LockItemsForRead(false);
3593 return;
3594 }
3595 else
3332 { 3596 {
3333 item = m_host.TaskInventory[invItemID]; 3597 item = m_host.TaskInventory[invItemID];
3334 } 3598 }
3599 m_host.TaskInventory.LockItemsForRead(false);
3335 3600
3336 if (agentID == UUID.Zero || perm == 0) // Releasing permissions 3601 if (agentID == UUID.Zero || perm == 0) // Releasing permissions
3337 { 3602 {
@@ -3363,11 +3628,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3363 3628
3364 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3629 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3365 { 3630 {
3366 lock (m_host.TaskInventory) 3631 m_host.TaskInventory.LockItemsForWrite(true);
3367 { 3632 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3368 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3633 m_host.TaskInventory[invItemID].PermsMask = perm;
3369 m_host.TaskInventory[invItemID].PermsMask = perm; 3634 m_host.TaskInventory.LockItemsForWrite(false);
3370 }
3371 3635
3372 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3636 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3373 "run_time_permissions", new Object[] { 3637 "run_time_permissions", new Object[] {
@@ -3387,11 +3651,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3387 3651
3388 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3652 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3389 { 3653 {
3390 lock (m_host.TaskInventory) 3654 m_host.TaskInventory.LockItemsForWrite(true);
3391 { 3655 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3392 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3656 m_host.TaskInventory[invItemID].PermsMask = perm;
3393 m_host.TaskInventory[invItemID].PermsMask = perm; 3657 m_host.TaskInventory.LockItemsForWrite(false);
3394 }
3395 3658
3396 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3659 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3397 "run_time_permissions", new Object[] { 3660 "run_time_permissions", new Object[] {
@@ -3412,11 +3675,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3412 3675
3413 if (!m_waitingForScriptAnswer) 3676 if (!m_waitingForScriptAnswer)
3414 { 3677 {
3415 lock (m_host.TaskInventory) 3678 m_host.TaskInventory.LockItemsForWrite(true);
3416 { 3679 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3417 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3680 m_host.TaskInventory[invItemID].PermsMask = 0;
3418 m_host.TaskInventory[invItemID].PermsMask = 0; 3681 m_host.TaskInventory.LockItemsForWrite(false);
3419 }
3420 3682
3421 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer; 3683 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer;
3422 m_waitingForScriptAnswer=true; 3684 m_waitingForScriptAnswer=true;
@@ -3451,10 +3713,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3451 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0) 3713 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0)
3452 llReleaseControls(); 3714 llReleaseControls();
3453 3715
3454 lock (m_host.TaskInventory) 3716
3455 { 3717 m_host.TaskInventory.LockItemsForWrite(true);
3456 m_host.TaskInventory[invItemID].PermsMask = answer; 3718 m_host.TaskInventory[invItemID].PermsMask = answer;
3457 } 3719 m_host.TaskInventory.LockItemsForWrite(false);
3720
3458 3721
3459 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3722 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3460 "run_time_permissions", new Object[] { 3723 "run_time_permissions", new Object[] {
@@ -3466,16 +3729,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3466 { 3729 {
3467 m_host.AddScriptLPS(1); 3730 m_host.AddScriptLPS(1);
3468 3731
3469 lock (m_host.TaskInventory) 3732 m_host.TaskInventory.LockItemsForRead(true);
3733
3734 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3470 { 3735 {
3471 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3736 if (item.Type == 10 && item.ItemID == m_itemID)
3472 { 3737 {
3473 if (item.Type == 10 && item.ItemID == m_itemID) 3738 m_host.TaskInventory.LockItemsForRead(false);
3474 { 3739 return item.PermsGranter.ToString();
3475 return item.PermsGranter.ToString();
3476 }
3477 } 3740 }
3478 } 3741 }
3742 m_host.TaskInventory.LockItemsForRead(false);
3479 3743
3480 return UUID.Zero.ToString(); 3744 return UUID.Zero.ToString();
3481 } 3745 }
@@ -3484,19 +3748,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3484 { 3748 {
3485 m_host.AddScriptLPS(1); 3749 m_host.AddScriptLPS(1);
3486 3750
3487 lock (m_host.TaskInventory) 3751 m_host.TaskInventory.LockItemsForRead(true);
3752
3753 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3488 { 3754 {
3489 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3755 if (item.Type == 10 && item.ItemID == m_itemID)
3490 { 3756 {
3491 if (item.Type == 10 && item.ItemID == m_itemID) 3757 int perms = item.PermsMask;
3492 { 3758 if (m_automaticLinkPermission)
3493 int perms = item.PermsMask; 3759 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS;
3494 if (m_automaticLinkPermission) 3760 m_host.TaskInventory.LockItemsForRead(false);
3495 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS; 3761 return perms;
3496 return perms;
3497 }
3498 } 3762 }
3499 } 3763 }
3764 m_host.TaskInventory.LockItemsForRead(false);
3500 3765
3501 return 0; 3766 return 0;
3502 } 3767 }
@@ -3518,9 +3783,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3518 public void llSetLinkColor(int linknumber, LSL_Vector color, int face) 3783 public void llSetLinkColor(int linknumber, LSL_Vector color, int face)
3519 { 3784 {
3520 List<SceneObjectPart> parts = GetLinkParts(linknumber); 3785 List<SceneObjectPart> parts = GetLinkParts(linknumber);
3521 3786 if (parts.Count > 0)
3522 foreach (SceneObjectPart part in parts) 3787 {
3523 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face); 3788 try
3789 {
3790 parts[0].ParentGroup.areUpdatesSuspended = true;
3791 foreach (SceneObjectPart part in parts)
3792 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
3793 }
3794 finally
3795 {
3796 parts[0].ParentGroup.areUpdatesSuspended = false;
3797 }
3798 }
3524 } 3799 }
3525 3800
3526 public void llCreateLink(string target, int parent) 3801 public void llCreateLink(string target, int parent)
@@ -3533,11 +3808,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3533 return; 3808 return;
3534 3809
3535 TaskInventoryItem item; 3810 TaskInventoryItem item;
3536 lock (m_host.TaskInventory) 3811 m_host.TaskInventory.LockItemsForRead(true);
3537 { 3812 item = m_host.TaskInventory[invItemID];
3538 item = m_host.TaskInventory[invItemID]; 3813 m_host.TaskInventory.LockItemsForRead(false);
3539 } 3814
3540
3541 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3815 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3542 && !m_automaticLinkPermission) 3816 && !m_automaticLinkPermission)
3543 { 3817 {
@@ -3590,16 +3864,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3590 m_host.AddScriptLPS(1); 3864 m_host.AddScriptLPS(1);
3591 UUID invItemID = InventorySelf(); 3865 UUID invItemID = InventorySelf();
3592 3866
3593 lock (m_host.TaskInventory) 3867 m_host.TaskInventory.LockItemsForRead(true);
3594 {
3595 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3868 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3596 && !m_automaticLinkPermission) 3869 && !m_automaticLinkPermission)
3597 { 3870 {
3598 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!"); 3871 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
3872 m_host.TaskInventory.LockItemsForRead(false);
3599 return; 3873 return;
3600 } 3874 }
3601 } 3875 m_host.TaskInventory.LockItemsForRead(false);
3602 3876
3603 if (linknum < ScriptBaseClass.LINK_THIS) 3877 if (linknum < ScriptBaseClass.LINK_THIS)
3604 return; 3878 return;
3605 3879
@@ -3639,30 +3913,50 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3639 if (linknum == ScriptBaseClass.LINK_ROOT) 3913 if (linknum == ScriptBaseClass.LINK_ROOT)
3640 { 3914 {
3641 // Restructuring Multiple Prims. 3915 // Restructuring Multiple Prims.
3642 lock (parentPrim.Children) 3916 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Children.Values);
3917 parts.Remove(parentPrim.RootPart);
3918 if (parts.Count > 0)
3643 { 3919 {
3644 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Children.Values); 3920 try
3645 parts.Remove(parentPrim.RootPart);
3646 foreach (SceneObjectPart part in parts)
3647 { 3921 {
3648 parentPrim.DelinkFromGroup(part.LocalId, true); 3922 parts[0].ParentGroup.areUpdatesSuspended = true;
3923 foreach (SceneObjectPart part in parts)
3924 {
3925 parentPrim.DelinkFromGroup(part.LocalId, true);
3926 }
3649 } 3927 }
3650 parentPrim.HasGroupChanged = true; 3928 finally
3651 parentPrim.ScheduleGroupForFullUpdate(); 3929 {
3652 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 3930 parts[0].ParentGroup.areUpdatesSuspended = false;
3653 3931 }
3654 if (parts.Count > 0) 3932 }
3933
3934 parentPrim.HasGroupChanged = true;
3935 parentPrim.ScheduleGroupForFullUpdate();
3936 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
3937
3938 if (parts.Count > 0)
3939 {
3940 SceneObjectPart newRoot = parts[0];
3941 parts.Remove(newRoot);
3942
3943 try
3655 { 3944 {
3656 SceneObjectPart newRoot = parts[0]; 3945 parts[0].ParentGroup.areUpdatesSuspended = true;
3657 parts.Remove(newRoot);
3658 foreach (SceneObjectPart part in parts) 3946 foreach (SceneObjectPart part in parts)
3659 { 3947 {
3660 part.UpdateFlag = 0; 3948 part.UpdateFlag = 0;
3661 newRoot.ParentGroup.LinkToGroup(part.ParentGroup); 3949 newRoot.ParentGroup.LinkToGroup(part.ParentGroup);
3662 } 3950 }
3663 newRoot.ParentGroup.HasGroupChanged = true;
3664 newRoot.ParentGroup.ScheduleGroupForFullUpdate();
3665 } 3951 }
3952 finally
3953 {
3954 parts[0].ParentGroup.areUpdatesSuspended = false;
3955 }
3956
3957
3958 newRoot.ParentGroup.HasGroupChanged = true;
3959 newRoot.ParentGroup.ScheduleGroupForFullUpdate();
3666 } 3960 }
3667 } 3961 }
3668 else 3962 else
@@ -3709,6 +4003,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3709 } 4003 }
3710 else 4004 else
3711 { 4005 {
4006 if (linknum > m_host.ParentGroup.PrimCount || (linknum == 1 && m_host.ParentGroup.PrimCount == 1))
4007 {
4008 linknum -= (m_host.ParentGroup.PrimCount) + 1;
4009
4010 List<ScenePresence> avatars = GetLinkAvatars(ScriptBaseClass.LINK_SET);
4011 if (avatars.Count > linknum)
4012 {
4013 return avatars[linknum].UUID.ToString();
4014 }
4015 }
3712 return UUID.Zero.ToString(); 4016 return UUID.Zero.ToString();
3713 } 4017 }
3714 } 4018 }
@@ -3785,17 +4089,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3785 m_host.AddScriptLPS(1); 4089 m_host.AddScriptLPS(1);
3786 int count = 0; 4090 int count = 0;
3787 4091
3788 lock (m_host.TaskInventory) 4092 m_host.TaskInventory.LockItemsForRead(true);
4093 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3789 { 4094 {
3790 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4095 if (inv.Value.Type == type || type == -1)
3791 { 4096 {
3792 if (inv.Value.Type == type || type == -1) 4097 count = count + 1;
3793 {
3794 count = count + 1;
3795 }
3796 } 4098 }
3797 } 4099 }
3798 4100
4101 m_host.TaskInventory.LockItemsForRead(false);
3799 return count; 4102 return count;
3800 } 4103 }
3801 4104
@@ -3804,16 +4107,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3804 m_host.AddScriptLPS(1); 4107 m_host.AddScriptLPS(1);
3805 ArrayList keys = new ArrayList(); 4108 ArrayList keys = new ArrayList();
3806 4109
3807 lock (m_host.TaskInventory) 4110 m_host.TaskInventory.LockItemsForRead(true);
4111 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3808 { 4112 {
3809 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4113 if (inv.Value.Type == type || type == -1)
3810 { 4114 {
3811 if (inv.Value.Type == type || type == -1) 4115 keys.Add(inv.Value.Name);
3812 {
3813 keys.Add(inv.Value.Name);
3814 }
3815 } 4116 }
3816 } 4117 }
4118 m_host.TaskInventory.LockItemsForRead(false);
3817 4119
3818 if (keys.Count == 0) 4120 if (keys.Count == 0)
3819 { 4121 {
@@ -3850,20 +4152,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3850 } 4152 }
3851 4153
3852 // move the first object found with this inventory name 4154 // move the first object found with this inventory name
3853 lock (m_host.TaskInventory) 4155 m_host.TaskInventory.LockItemsForRead(true);
4156 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3854 { 4157 {
3855 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4158 if (inv.Value.Name == inventory)
3856 { 4159 {
3857 if (inv.Value.Name == inventory) 4160 found = true;
3858 { 4161 objId = inv.Key;
3859 found = true; 4162 assetType = inv.Value.Type;
3860 objId = inv.Key; 4163 objName = inv.Value.Name;
3861 assetType = inv.Value.Type; 4164 break;
3862 objName = inv.Value.Name;
3863 break;
3864 }
3865 } 4165 }
3866 } 4166 }
4167 m_host.TaskInventory.LockItemsForRead(false);
3867 4168
3868 if (!found) 4169 if (!found)
3869 { 4170 {
@@ -3871,9 +4172,30 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3871 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory)); 4172 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory));
3872 } 4173 }
3873 4174
3874 // check if destination is an avatar 4175 // check if destination is an object
3875 if (World.GetScenePresence(destId) != null) 4176 if (World.GetSceneObjectPart(destId) != null)
4177 {
4178 // destination is an object
4179 World.MoveTaskInventoryItem(destId, m_host, objId);
4180 }
4181 else
3876 { 4182 {
4183 ScenePresence presence = World.GetScenePresence(destId);
4184
4185 if (presence == null)
4186 {
4187 UserAccount account =
4188 World.UserAccountService.GetUserAccount(
4189 World.RegionInfo.ScopeID,
4190 destId);
4191
4192 if (account == null)
4193 {
4194 llSay(0, "Can't find destination "+destId.ToString());
4195 return;
4196 }
4197 }
4198
3877 // destination is an avatar 4199 // destination is an avatar
3878 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId); 4200 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId);
3879 4201
@@ -3897,31 +4219,36 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3897 4219
3898 if (m_TransferModule != null) 4220 if (m_TransferModule != null)
3899 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {}); 4221 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {});
4222
4223 //This delay should only occur when giving inventory to avatars.
4224 ScriptSleep(3000);
3900 } 4225 }
3901 else
3902 {
3903 // destination is an object
3904 World.MoveTaskInventoryItem(destId, m_host, objId);
3905 }
3906 ScriptSleep(3000);
3907 } 4226 }
3908 4227
4228 [DebuggerNonUserCode]
3909 public void llRemoveInventory(string name) 4229 public void llRemoveInventory(string name)
3910 { 4230 {
3911 m_host.AddScriptLPS(1); 4231 m_host.AddScriptLPS(1);
3912 4232
3913 lock (m_host.TaskInventory) 4233 List<TaskInventoryItem> inv;
4234 try
3914 { 4235 {
3915 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4236 m_host.TaskInventory.LockItemsForRead(true);
4237 inv = new List<TaskInventoryItem>(m_host.TaskInventory.Values);
4238 }
4239 finally
4240 {
4241 m_host.TaskInventory.LockItemsForRead(false);
4242 }
4243 foreach (TaskInventoryItem item in inv)
4244 {
4245 if (item.Name == name)
3916 { 4246 {
3917 if (item.Name == name) 4247 if (item.ItemID == m_itemID)
3918 { 4248 throw new ScriptDeleteException();
3919 if (item.ItemID == m_itemID) 4249 else
3920 throw new ScriptDeleteException(); 4250 m_host.Inventory.RemoveInventoryItem(item.ItemID);
3921 else 4251 return;
3922 m_host.Inventory.RemoveInventoryItem(item.ItemID);
3923 return;
3924 }
3925 } 4252 }
3926 } 4253 }
3927 } 4254 }
@@ -3979,6 +4306,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3979 ce.time = Util.EnvironmentTickCount(); 4306 ce.time = Util.EnvironmentTickCount();
3980 ce.account = account; 4307 ce.account = account;
3981 ce.pinfo = pinfo; 4308 ce.pinfo = pinfo;
4309 m_userInfoCache[uuid] = ce;
3982 } 4310 }
3983 else 4311 else
3984 { 4312 {
@@ -4046,6 +4374,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4046 { 4374 {
4047 m_host.AddScriptLPS(1); 4375 m_host.AddScriptLPS(1);
4048 4376
4377 //Clone is thread safe
4049 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 4378 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
4050 4379
4051 foreach (TaskInventoryItem item in itemDictionary.Values) 4380 foreach (TaskInventoryItem item in itemDictionary.Values)
@@ -4099,6 +4428,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4099 ScenePresence presence = World.GetScenePresence(agentId); 4428 ScenePresence presence = World.GetScenePresence(agentId);
4100 if (presence != null) 4429 if (presence != null)
4101 { 4430 {
4431 // agent must not be a god
4432 if (presence.GodLevel >= 200) return;
4433
4102 // agent must be over the owners land 4434 // agent must be over the owners land
4103 if (m_host.OwnerID == World.LandChannel.GetLandObject( 4435 if (m_host.OwnerID == World.LandChannel.GetLandObject(
4104 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) 4436 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
@@ -4158,17 +4490,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4158 UUID soundId = UUID.Zero; 4490 UUID soundId = UUID.Zero;
4159 if (!UUID.TryParse(impact_sound, out soundId)) 4491 if (!UUID.TryParse(impact_sound, out soundId))
4160 { 4492 {
4161 lock (m_host.TaskInventory) 4493 m_host.TaskInventory.LockItemsForRead(true);
4494 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4162 { 4495 {
4163 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4496 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound)
4164 { 4497 {
4165 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound) 4498 soundId = item.AssetID;
4166 { 4499 break;
4167 soundId = item.AssetID;
4168 break;
4169 }
4170 } 4500 }
4171 } 4501 }
4502 m_host.TaskInventory.LockItemsForRead(false);
4172 } 4503 }
4173 m_host.CollisionSound = soundId; 4504 m_host.CollisionSound = soundId;
4174 m_host.CollisionSoundVolume = (float)impact_volume; 4505 m_host.CollisionSoundVolume = (float)impact_volume;
@@ -4214,6 +4545,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4214 UUID partItemID; 4545 UUID partItemID;
4215 foreach (SceneObjectPart part in parts) 4546 foreach (SceneObjectPart part in parts)
4216 { 4547 {
4548 //Clone is thread safe
4217 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); 4549 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
4218 4550
4219 foreach (TaskInventoryItem item in itemsDictionary.Values) 4551 foreach (TaskInventoryItem item in itemsDictionary.Values)
@@ -4428,17 +4760,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4428 4760
4429 m_host.AddScriptLPS(1); 4761 m_host.AddScriptLPS(1);
4430 4762
4431 lock (m_host.TaskInventory) 4763 m_host.TaskInventory.LockItemsForRead(true);
4764 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4432 { 4765 {
4433 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4766 if (item.Type == 10 && item.ItemID == m_itemID)
4434 { 4767 {
4435 if (item.Type == 10 && item.ItemID == m_itemID) 4768 result = item.Name!=null?item.Name:String.Empty;
4436 { 4769 break;
4437 result = item.Name != null ? item.Name : String.Empty;
4438 break;
4439 }
4440 } 4770 }
4441 } 4771 }
4772 m_host.TaskInventory.LockItemsForRead(false);
4442 4773
4443 return result; 4774 return result;
4444 } 4775 }
@@ -4591,23 +4922,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4591 { 4922 {
4592 m_host.AddScriptLPS(1); 4923 m_host.AddScriptLPS(1);
4593 4924
4594 lock (m_host.TaskInventory) 4925 m_host.TaskInventory.LockItemsForRead(true);
4926 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
4595 { 4927 {
4596 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4928 if (inv.Value.Name == name)
4597 { 4929 {
4598 if (inv.Value.Name == name) 4930 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify))
4599 { 4931 {
4600 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) 4932 m_host.TaskInventory.LockItemsForRead(false);
4601 { 4933 return inv.Value.AssetID.ToString();
4602 return inv.Value.AssetID.ToString(); 4934 }
4603 } 4935 else
4604 else 4936 {
4605 { 4937 m_host.TaskInventory.LockItemsForRead(false);
4606 return UUID.Zero.ToString(); 4938 return UUID.Zero.ToString();
4607 }
4608 } 4939 }
4609 } 4940 }
4610 } 4941 }
4942 m_host.TaskInventory.LockItemsForRead(false);
4611 4943
4612 return UUID.Zero.ToString(); 4944 return UUID.Zero.ToString();
4613 } 4945 }
@@ -4760,14 +5092,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4760 { 5092 {
4761 m_host.AddScriptLPS(1); 5093 m_host.AddScriptLPS(1);
4762 5094
4763 if (src == null) 5095 return src.Length;
4764 {
4765 return 0;
4766 }
4767 else
4768 {
4769 return src.Length;
4770 }
4771 } 5096 }
4772 5097
4773 public LSL_Integer llList2Integer(LSL_List src, int index) 5098 public LSL_Integer llList2Integer(LSL_List src, int index)
@@ -4813,7 +5138,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4813 else if (src.Data[index] is LSL_Float) 5138 else if (src.Data[index] is LSL_Float)
4814 return Convert.ToDouble(((LSL_Float) src.Data[index]).value); 5139 return Convert.ToDouble(((LSL_Float) src.Data[index]).value);
4815 else if (src.Data[index] is LSL_String) 5140 else if (src.Data[index] is LSL_String)
4816 return Convert.ToDouble(((LSL_String) src.Data[index]).m_string); 5141 {
5142 string str = ((LSL_String) src.Data[index]).m_string;
5143 Match m = Regex.Match(str, "^\\s*(-?\\+?[,0-9]+\\.?[0-9]*)");
5144 if (m != Match.Empty)
5145 {
5146 str = m.Value;
5147 double d = 0.0;
5148 if (!Double.TryParse(str, out d))
5149 return 0.0;
5150
5151 return d;
5152 }
5153 return 0.0;
5154 }
4817 return Convert.ToDouble(src.Data[index]); 5155 return Convert.ToDouble(src.Data[index]);
4818 } 5156 }
4819 catch (FormatException) 5157 catch (FormatException)
@@ -5498,7 +5836,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5498 public void llSetSoundQueueing(int queue) 5836 public void llSetSoundQueueing(int queue)
5499 { 5837 {
5500 m_host.AddScriptLPS(1); 5838 m_host.AddScriptLPS(1);
5501 NotImplemented("llSetSoundQueueing");
5502 } 5839 }
5503 5840
5504 public void llSetSoundRadius(double radius) 5841 public void llSetSoundRadius(double radius)
@@ -5543,10 +5880,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5543 m_host.AddScriptLPS(1); 5880 m_host.AddScriptLPS(1);
5544 5881
5545 List<SceneObjectPart> parts = GetLinkParts(linknumber); 5882 List<SceneObjectPart> parts = GetLinkParts(linknumber);
5546 5883 if (parts.Count > 0)
5547 foreach (var part in parts)
5548 { 5884 {
5549 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate); 5885 try
5886 {
5887 parts[0].ParentGroup.areUpdatesSuspended = true;
5888 foreach (var part in parts)
5889 {
5890 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate);
5891 }
5892 }
5893 finally
5894 {
5895 parts[0].ParentGroup.areUpdatesSuspended = false;
5896 }
5550 } 5897 }
5551 } 5898 }
5552 5899
@@ -5602,74 +5949,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5602 5949
5603 public LSL_List llParseString2List(string str, LSL_List separators, LSL_List in_spacers) 5950 public LSL_List llParseString2List(string str, LSL_List separators, LSL_List in_spacers)
5604 { 5951 {
5605 m_host.AddScriptLPS(1); 5952 return ParseString2List(str, separators, in_spacers, false);
5606 LSL_List ret = new LSL_List();
5607 LSL_List spacers = new LSL_List();
5608 if (in_spacers.Length > 0 && separators.Length > 0)
5609 {
5610 for (int i = 0; i < in_spacers.Length; i++)
5611 {
5612 object s = in_spacers.Data[i];
5613 for (int j = 0; j < separators.Length; j++)
5614 {
5615 if (separators.Data[j].ToString() == s.ToString())
5616 {
5617 s = null;
5618 break;
5619 }
5620 }
5621 if (s != null)
5622 {
5623 spacers.Add(s);
5624 }
5625 }
5626 }
5627 object[] delimiters = new object[separators.Length + spacers.Length];
5628 separators.Data.CopyTo(delimiters, 0);
5629 spacers.Data.CopyTo(delimiters, separators.Length);
5630 bool dfound = false;
5631 do
5632 {
5633 dfound = false;
5634 int cindex = -1;
5635 string cdeli = "";
5636 for (int i = 0; i < delimiters.Length; i++)
5637 {
5638 int index = str.IndexOf(delimiters[i].ToString());
5639 bool found = index != -1;
5640 if (found && String.Empty != delimiters[i].ToString())
5641 {
5642 if ((cindex > index) || (cindex == -1))
5643 {
5644 cindex = index;
5645 cdeli = delimiters[i].ToString();
5646 }
5647 dfound = dfound || found;
5648 }
5649 }
5650 if (cindex != -1)
5651 {
5652 if (cindex > 0)
5653 {
5654 ret.Add(new LSL_String(str.Substring(0, cindex)));
5655 }
5656 // Cannot use spacers.Contains() because spacers may be either type String or LSLString
5657 for (int j = 0; j < spacers.Length; j++)
5658 {
5659 if (spacers.Data[j].ToString() == cdeli)
5660 {
5661 ret.Add(new LSL_String(cdeli));
5662 break;
5663 }
5664 }
5665 str = str.Substring(cindex + cdeli.Length);
5666 }
5667 } while (dfound);
5668 if (str != "")
5669 {
5670 ret.Add(new LSL_String(str));
5671 }
5672 return ret;
5673 } 5953 }
5674 5954
5675 public LSL_Integer llOverMyLand(string id) 5955 public LSL_Integer llOverMyLand(string id)
@@ -5872,7 +6152,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5872 return m_host.ParentGroup.RootPart.AttachmentPoint; 6152 return m_host.ParentGroup.RootPart.AttachmentPoint;
5873 } 6153 }
5874 6154
5875 public LSL_Integer llGetFreeMemory() 6155 public virtual LSL_Integer llGetFreeMemory()
5876 { 6156 {
5877 m_host.AddScriptLPS(1); 6157 m_host.AddScriptLPS(1);
5878 // Make scripts designed for LSO happy 6158 // Make scripts designed for LSO happy
@@ -6183,14 +6463,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6183 6463
6184 protected UUID GetTaskInventoryItem(string name) 6464 protected UUID GetTaskInventoryItem(string name)
6185 { 6465 {
6186 lock (m_host.TaskInventory) 6466 m_host.TaskInventory.LockItemsForRead(true);
6467 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6187 { 6468 {
6188 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6469 if (inv.Value.Name == name)
6189 { 6470 {
6190 if (inv.Value.Name == name) 6471 m_host.TaskInventory.LockItemsForRead(false);
6191 return inv.Key; 6472 return inv.Key;
6192 } 6473 }
6193 } 6474 }
6475 m_host.TaskInventory.LockItemsForRead(false);
6194 6476
6195 return UUID.Zero; 6477 return UUID.Zero;
6196 } 6478 }
@@ -6518,22 +6800,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6518 } 6800 }
6519 6801
6520 // copy the first script found with this inventory name 6802 // copy the first script found with this inventory name
6521 lock (m_host.TaskInventory) 6803 m_host.TaskInventory.LockItemsForRead(true);
6804 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6522 { 6805 {
6523 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6806 if (inv.Value.Name == name)
6524 { 6807 {
6525 if (inv.Value.Name == name) 6808 // make sure the object is a script
6809 if (10 == inv.Value.Type)
6526 { 6810 {
6527 // make sure the object is a script 6811 found = true;
6528 if (10 == inv.Value.Type) 6812 srcId = inv.Key;
6529 { 6813 break;
6530 found = true;
6531 srcId = inv.Key;
6532 break;
6533 }
6534 } 6814 }
6535 } 6815 }
6536 } 6816 }
6817 m_host.TaskInventory.LockItemsForRead(false);
6537 6818
6538 if (!found) 6819 if (!found)
6539 { 6820 {
@@ -6617,6 +6898,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6617 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist) 6898 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist)
6618 { 6899 {
6619 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 6900 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
6901 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6902 return shapeBlock;
6620 6903
6621 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT && 6904 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT &&
6622 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE && 6905 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE &&
@@ -6692,6 +6975,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6692 6975
6693 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte fudge) 6976 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte fudge)
6694 { 6977 {
6978 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6979 return;
6980
6695 ObjectShapePacket.ObjectDataBlock shapeBlock; 6981 ObjectShapePacket.ObjectDataBlock shapeBlock;
6696 6982
6697 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 6983 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6741,6 +7027,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6741 7027
6742 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte fudge) 7028 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte fudge)
6743 { 7029 {
7030 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7031 return;
7032
6744 ObjectShapePacket.ObjectDataBlock shapeBlock; 7033 ObjectShapePacket.ObjectDataBlock shapeBlock;
6745 7034
6746 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 7035 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6783,6 +7072,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6783 7072
6784 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) 7073 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)
6785 { 7074 {
7075 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7076 return;
7077
6786 ObjectShapePacket.ObjectDataBlock shapeBlock; 7078 ObjectShapePacket.ObjectDataBlock shapeBlock;
6787 7079
6788 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 7080 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6909,6 +7201,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6909 7201
6910 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type) 7202 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type)
6911 { 7203 {
7204 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7205 return;
7206
6912 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7207 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
6913 UUID sculptId; 7208 UUID sculptId;
6914 7209
@@ -6924,13 +7219,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6924 shapeBlock.PathScaleX = 100; 7219 shapeBlock.PathScaleX = 100;
6925 shapeBlock.PathScaleY = 150; 7220 shapeBlock.PathScaleY = 150;
6926 7221
6927 if (type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_CYLINDER && 7222 if ((type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_CYLINDER) == 0 &&
6928 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_PLANE && 7223 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_PLANE) == 0 &&
6929 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE && 7224 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE) == 0 &&
6930 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS) 7225 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS) == 0)
6931 { 7226 {
6932 // default 7227 // default
6933 type = (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE; 7228 type = type | (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE;
6934 } 7229 }
6935 7230
6936 // retain pathcurve 7231 // retain pathcurve
@@ -6947,23 +7242,83 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6947 SetPrimParams(m_host, rules); 7242 SetPrimParams(m_host, rules);
6948 } 7243 }
6949 7244
6950 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules) 7245 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules)
6951 { 7246 {
6952 m_host.AddScriptLPS(1); 7247 m_host.AddScriptLPS(1);
6953 7248
6954 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7249 List<SceneObjectPart> parts = GetLinkParts(linknumber);
7250 List<ScenePresence> avatars = GetLinkAvatars(linknumber);
7251 if (parts.Count>0)
7252 {
7253 try
7254 {
7255 parts[0].ParentGroup.areUpdatesSuspended = true;
7256 foreach (SceneObjectPart part in parts)
7257 SetPrimParams(part, rules);
7258 }
7259 finally
7260 {
7261 parts[0].ParentGroup.areUpdatesSuspended = false;
7262 }
7263 }
7264 if (avatars.Count > 0)
7265 {
7266 foreach (ScenePresence avatar in avatars)
7267 SetPrimParams(avatar, rules);
7268 }
7269 }
6955 7270
6956 foreach (SceneObjectPart part in parts) 7271 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules)
6957 SetPrimParams(part, rules); 7272 {
7273 llSetLinkPrimitiveParamsFast(linknumber, rules);
7274 ScriptSleep(200);
6958 } 7275 }
6959 7276
6960 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules) 7277 protected void SetPrimParams(ScenePresence av, LSL_List rules)
6961 { 7278 {
6962 llSetLinkPrimitiveParams(linknumber, rules); 7279 //This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
7280 //We only support PRIM_POSITION and PRIM_ROTATION
7281
7282 int idx = 0;
7283
7284 while (idx < rules.Length)
7285 {
7286 int code = rules.GetLSLIntegerItem(idx++);
7287
7288 int remain = rules.Length - idx;
7289
7290
7291
7292 switch (code)
7293 {
7294 case (int)ScriptBaseClass.PRIM_POSITION:
7295 if (remain < 1)
7296 return;
7297 LSL_Vector v;
7298 v = rules.GetVector3Item(idx++);
7299 av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
7300 av.SendFullUpdateToAllClients();
7301
7302 break;
7303
7304 case (int)ScriptBaseClass.PRIM_ROTATION:
7305 if (remain < 1)
7306 return;
7307 LSL_Rotation r;
7308 r = rules.GetQuaternionItem(idx++);
7309 av.OffsetRotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s);
7310 av.SendFullUpdateToAllClients();
7311 break;
7312 }
7313 }
7314
6963 } 7315 }
6964 7316
6965 protected void SetPrimParams(SceneObjectPart part, LSL_List rules) 7317 protected void SetPrimParams(SceneObjectPart part, LSL_List rules)
6966 { 7318 {
7319 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7320 return;
7321
6967 int idx = 0; 7322 int idx = 0;
6968 7323
6969 while (idx < rules.Length) 7324 while (idx < rules.Length)
@@ -7480,13 +7835,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7480 public LSL_Integer llGetNumberOfPrims() 7835 public LSL_Integer llGetNumberOfPrims()
7481 { 7836 {
7482 m_host.AddScriptLPS(1); 7837 m_host.AddScriptLPS(1);
7483 int avatarCount = 0; 7838 int avatarCount = m_host.ParentGroup.GetLinkedAvatars().Count;
7484 World.ForEachScenePresence(delegate(ScenePresence presence) 7839
7485 {
7486 if (!presence.IsChildAgent && presence.ParentID != 0 && m_host.ParentGroup.HasChildPrim(presence.ParentID))
7487 avatarCount++;
7488 });
7489
7490 return m_host.ParentGroup.PrimCount + avatarCount; 7840 return m_host.ParentGroup.PrimCount + avatarCount;
7491 } 7841 }
7492 7842
@@ -7502,55 +7852,98 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7502 m_host.AddScriptLPS(1); 7852 m_host.AddScriptLPS(1);
7503 UUID objID = UUID.Zero; 7853 UUID objID = UUID.Zero;
7504 LSL_List result = new LSL_List(); 7854 LSL_List result = new LSL_List();
7855
7856 // If the ID is not valid, return null result
7505 if (!UUID.TryParse(obj, out objID)) 7857 if (!UUID.TryParse(obj, out objID))
7506 { 7858 {
7507 result.Add(new LSL_Vector()); 7859 result.Add(new LSL_Vector());
7508 result.Add(new LSL_Vector()); 7860 result.Add(new LSL_Vector());
7509 return result; 7861 return result;
7510 } 7862 }
7863
7864 // Check if this is an attached prim. If so, replace
7865 // the UUID with the avatar UUID and report it's bounding box
7866 SceneObjectPart part = World.GetSceneObjectPart(objID);
7867 if (part != null && part.ParentGroup.IsAttachment)
7868 objID = part.ParentGroup.RootPart.AttachedAvatar;
7869
7870 // Find out if this is an avatar ID. If so, return it's box
7511 ScenePresence presence = World.GetScenePresence(objID); 7871 ScenePresence presence = World.GetScenePresence(objID);
7512 if (presence != null) 7872 if (presence != null)
7513 { 7873 {
7514 if (presence.ParentID == 0) // not sat on an object 7874 // As per LSL Wiki, there is no difference between sitting
7875 // and standing avatar since server 1.36
7876 LSL_Vector lower;
7877 LSL_Vector upper;
7878 if (presence.Animator.Animations.DefaultAnimation.AnimID
7879 == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
7515 { 7880 {
7516 LSL_Vector lower; 7881 // This is for ground sitting avatars
7517 LSL_Vector upper; 7882 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7518 if (presence.Animator.Animations.DefaultAnimation.AnimID 7883 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7519 == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) 7884 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7520 {
7521 // This is for ground sitting avatars
7522 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7523 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7524 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7525 }
7526 else
7527 {
7528 // This is for standing/flying avatars
7529 float height = presence.Appearance.AvatarHeight / 2.0f;
7530 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7531 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7532 }
7533 result.Add(lower);
7534 result.Add(upper);
7535 return result;
7536 } 7885 }
7537 else 7886 else
7538 { 7887 {
7539 // sitting on an object so we need the bounding box of that 7888 // This is for standing/flying avatars
7540 // which should include the avatar so set the UUID to the 7889 float height = presence.Appearance.AvatarHeight / 2.0f;
7541 // UUID of the object the avatar is sat on and allow it to fall through 7890 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7542 // to processing an object 7891 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7543 SceneObjectPart p = World.GetSceneObjectPart(presence.ParentID);
7544 objID = p.UUID;
7545 } 7892 }
7893
7894 // Adjust to the documented error offsets (see LSL Wiki)
7895 lower += new LSL_Vector(0.05f, 0.05f, 0.05f);
7896 upper -= new LSL_Vector(0.05f, 0.05f, 0.05f);
7897
7898 if (lower.x > upper.x)
7899 lower.x = upper.x;
7900 if (lower.y > upper.y)
7901 lower.y = upper.y;
7902 if (lower.z > upper.z)
7903 lower.z = upper.z;
7904
7905 result.Add(lower);
7906 result.Add(upper);
7907 return result;
7546 } 7908 }
7547 SceneObjectPart part = World.GetSceneObjectPart(objID); 7909
7910 part = World.GetSceneObjectPart(objID);
7548 // Currently only works for single prims without a sitting avatar 7911 // Currently only works for single prims without a sitting avatar
7549 if (part != null) 7912 if (part != null)
7550 { 7913 {
7551 Vector3 halfSize = part.Scale / 2.0f; 7914 float minX;
7552 LSL_Vector lower = new LSL_Vector(halfSize.X * -1.0f, halfSize.Y * -1.0f, halfSize.Z * -1.0f); 7915 float maxX;
7553 LSL_Vector upper = new LSL_Vector(halfSize.X, halfSize.Y, halfSize.Z); 7916 float minY;
7917 float maxY;
7918 float minZ;
7919 float maxZ;
7920
7921 // This BBox is in sim coordinates, with the offset being
7922 // a contained point.
7923 Vector3[] offsets = World.GetCombinedBoundingBox(new List<SceneObjectGroup> { part.ParentGroup },
7924 out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
7925
7926 minX -= offsets[0].X;
7927 maxX -= offsets[0].X;
7928 minY -= offsets[0].Y;
7929 maxY -= offsets[0].Y;
7930 minZ -= offsets[0].Z;
7931 maxZ -= offsets[0].Z;
7932
7933 LSL_Vector lower;
7934 LSL_Vector upper;
7935
7936 // Adjust to the documented error offsets (see LSL Wiki)
7937 lower = new LSL_Vector(minX + 0.05f, minY + 0.05f, minZ + 0.05f);
7938 upper = new LSL_Vector(maxX - 0.05f, maxY - 0.05f, maxZ - 0.05f);
7939
7940 if (lower.x > upper.x)
7941 lower.x = upper.x;
7942 if (lower.y > upper.y)
7943 lower.y = upper.y;
7944 if (lower.z > upper.z)
7945 lower.z = upper.z;
7946
7554 result.Add(lower); 7947 result.Add(lower);
7555 result.Add(upper); 7948 result.Add(upper);
7556 return result; 7949 return result;
@@ -7795,24 +8188,95 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7795 break; 8188 break;
7796 8189
7797 case (int)ScriptBaseClass.PRIM_BUMP_SHINY: 8190 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
7798 // TODO--------------
7799 if (remain < 1) 8191 if (remain < 1)
7800 return res; 8192 return res;
8193 face = (int)rules.GetLSLIntegerItem(idx++);
7801 8194
7802 face=(int)rules.GetLSLIntegerItem(idx++); 8195 tex = part.Shape.Textures;
7803 8196 int shiny;
7804 res.Add(new LSL_Integer(0)); 8197 if (face == ScriptBaseClass.ALL_SIDES)
7805 res.Add(new LSL_Integer(0)); 8198 {
8199 for (face = 0; face < GetNumberOfSides(part); face++)
8200 {
8201 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8202 if (shinyness == Shininess.High)
8203 {
8204 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8205 }
8206 else if (shinyness == Shininess.Medium)
8207 {
8208 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8209 }
8210 else if (shinyness == Shininess.Low)
8211 {
8212 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8213 }
8214 else
8215 {
8216 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8217 }
8218 res.Add(new LSL_Integer(shiny));
8219 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8220 }
8221 }
8222 else
8223 {
8224 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8225 if (shinyness == Shininess.High)
8226 {
8227 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8228 }
8229 else if (shinyness == Shininess.Medium)
8230 {
8231 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8232 }
8233 else if (shinyness == Shininess.Low)
8234 {
8235 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8236 }
8237 else
8238 {
8239 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8240 }
8241 res.Add(new LSL_Integer(shiny));
8242 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8243 }
7806 break; 8244 break;
7807 8245
7808 case (int)ScriptBaseClass.PRIM_FULLBRIGHT: 8246 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
7809 // TODO--------------
7810 if (remain < 1) 8247 if (remain < 1)
7811 return res; 8248 return res;
8249 face = (int)rules.GetLSLIntegerItem(idx++);
7812 8250
7813 face=(int)rules.GetLSLIntegerItem(idx++); 8251 tex = part.Shape.Textures;
7814 8252 int fullbright;
7815 res.Add(new LSL_Integer(0)); 8253 if (face == ScriptBaseClass.ALL_SIDES)
8254 {
8255 for (face = 0; face < GetNumberOfSides(part); face++)
8256 {
8257 if (tex.GetFace((uint)face).Fullbright == true)
8258 {
8259 fullbright = ScriptBaseClass.TRUE;
8260 }
8261 else
8262 {
8263 fullbright = ScriptBaseClass.FALSE;
8264 }
8265 res.Add(new LSL_Integer(fullbright));
8266 }
8267 }
8268 else
8269 {
8270 if (tex.GetFace((uint)face).Fullbright == true)
8271 {
8272 fullbright = ScriptBaseClass.TRUE;
8273 }
8274 else
8275 {
8276 fullbright = ScriptBaseClass.FALSE;
8277 }
8278 res.Add(new LSL_Integer(fullbright));
8279 }
7816 break; 8280 break;
7817 8281
7818 case (int)ScriptBaseClass.PRIM_FLEXIBLE: 8282 case (int)ScriptBaseClass.PRIM_FLEXIBLE:
@@ -7833,14 +8297,37 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7833 break; 8297 break;
7834 8298
7835 case (int)ScriptBaseClass.PRIM_TEXGEN: 8299 case (int)ScriptBaseClass.PRIM_TEXGEN:
7836 // TODO--------------
7837 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR) 8300 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
7838 if (remain < 1) 8301 if (remain < 1)
7839 return res; 8302 return res;
8303 face = (int)rules.GetLSLIntegerItem(idx++);
7840 8304
7841 face=(int)rules.GetLSLIntegerItem(idx++); 8305 tex = part.Shape.Textures;
7842 8306 if (face == ScriptBaseClass.ALL_SIDES)
7843 res.Add(new LSL_Integer(0)); 8307 {
8308 for (face = 0; face < GetNumberOfSides(part); face++)
8309 {
8310 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8311 {
8312 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8313 }
8314 else
8315 {
8316 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8317 }
8318 }
8319 }
8320 else
8321 {
8322 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8323 {
8324 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8325 }
8326 else
8327 {
8328 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8329 }
8330 }
7844 break; 8331 break;
7845 8332
7846 case (int)ScriptBaseClass.PRIM_POINT_LIGHT: 8333 case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
@@ -7859,13 +8346,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7859 break; 8346 break;
7860 8347
7861 case (int)ScriptBaseClass.PRIM_GLOW: 8348 case (int)ScriptBaseClass.PRIM_GLOW:
7862 // TODO--------------
7863 if (remain < 1) 8349 if (remain < 1)
7864 return res; 8350 return res;
8351 face = (int)rules.GetLSLIntegerItem(idx++);
7865 8352
7866 face=(int)rules.GetLSLIntegerItem(idx++); 8353 tex = part.Shape.Textures;
7867 8354 float primglow;
7868 res.Add(new LSL_Float(0)); 8355 if (face == ScriptBaseClass.ALL_SIDES)
8356 {
8357 for (face = 0; face < GetNumberOfSides(part); face++)
8358 {
8359 primglow = tex.GetFace((uint)face).Glow;
8360 res.Add(new LSL_Float(primglow));
8361 }
8362 }
8363 else
8364 {
8365 primglow = tex.GetFace((uint)face).Glow;
8366 res.Add(new LSL_Float(primglow));
8367 }
7869 break; 8368 break;
7870 case (int)ScriptBaseClass.PRIM_TEXT: 8369 case (int)ScriptBaseClass.PRIM_TEXT:
7871 Color4 textColor = part.GetTextColor(); 8370 Color4 textColor = part.GetTextColor();
@@ -8406,8 +8905,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8406 // The function returns an ordered list 8905 // The function returns an ordered list
8407 // representing the tokens found in the supplied 8906 // representing the tokens found in the supplied
8408 // sources string. If two successive tokenizers 8907 // sources string. If two successive tokenizers
8409 // are encountered, then a NULL entry is added 8908 // are encountered, then a null-string entry is
8410 // to the list. 8909 // added to the list.
8411 // 8910 //
8412 // It is a precondition that the source and 8911 // It is a precondition that the source and
8413 // toekizer lisst are non-null. If they are null, 8912 // toekizer lisst are non-null. If they are null,
@@ -8415,7 +8914,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8415 // while their lengths are being determined. 8914 // while their lengths are being determined.
8416 // 8915 //
8417 // A small amount of working memoryis required 8916 // A small amount of working memoryis required
8418 // of approximately 8*#tokenizers. 8917 // of approximately 8*#tokenizers + 8*srcstrlen.
8419 // 8918 //
8420 // There are many ways in which this function 8919 // There are many ways in which this function
8421 // can be implemented, this implementation is 8920 // can be implemented, this implementation is
@@ -8431,136 +8930,111 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8431 // and eliminates redundant tokenizers as soon 8930 // and eliminates redundant tokenizers as soon
8432 // as is possible. 8931 // as is possible.
8433 // 8932 //
8434 // The implementation tries to avoid any copying 8933 // The implementation tries to minimize temporary
8435 // of arrays or other objects. 8934 // garbage generation.
8436 // </remarks> 8935 // </remarks>
8437 8936
8438 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers) 8937 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8439 { 8938 {
8440 int beginning = 0; 8939 return ParseString2List(src, separators, spacers, true);
8441 int srclen = src.Length; 8940 }
8442 int seplen = separators.Length;
8443 object[] separray = separators.Data;
8444 int spclen = spacers.Length;
8445 object[] spcarray = spacers.Data;
8446 int mlen = seplen+spclen;
8447
8448 int[] offset = new int[mlen+1];
8449 bool[] active = new bool[mlen];
8450 8941
8451 int best; 8942 private LSL_List ParseString2List(string src, LSL_List separators, LSL_List spacers, bool keepNulls)
8452 int j; 8943 {
8944 int srclen = src.Length;
8945 int seplen = separators.Length;
8946 object[] separray = separators.Data;
8947 int spclen = spacers.Length;
8948 object[] spcarray = spacers.Data;
8949 int dellen = 0;
8950 string[] delarray = new string[seplen+spclen];
8453 8951
8454 // Initial capacity reduces resize cost 8952 int outlen = 0;
8953 string[] outarray = new string[srclen*2+1];
8455 8954
8456 LSL_List tokens = new LSL_List(); 8955 int i, j;
8956 string d;
8457 8957
8458 m_host.AddScriptLPS(1); 8958 m_host.AddScriptLPS(1);
8459 8959
8460 // All entries are initially valid 8960 /*
8461 8961 * Convert separator and spacer lists to C# strings.
8462 for (int i = 0; i < mlen; i++) 8962 * Also filter out null strings so we don't hang.
8463 active[i] = true; 8963 */
8464 8964 for (i = 0; i < seplen; i ++) {
8465 offset[mlen] = srclen; 8965 d = separray[i].ToString();
8466 8966 if (d.Length > 0) {
8467 while (beginning < srclen) 8967 delarray[dellen++] = d;
8468 { 8968 }
8469 8969 }
8470 best = mlen; // as bad as it gets 8970 seplen = dellen;
8471
8472 // Scan for separators
8473 8971
8474 for (j = 0; j < seplen; j++) 8972 for (i = 0; i < spclen; i ++) {
8475 { 8973 d = spcarray[i].ToString();
8476 if (active[j]) 8974 if (d.Length > 0) {
8477 { 8975 delarray[dellen++] = d;
8478 // scan all of the markers
8479 if ((offset[j] = src.IndexOf(separray[j].ToString(), beginning)) == -1)
8480 {
8481 // not present at all
8482 active[j] = false;
8483 }
8484 else
8485 {
8486 // present and correct
8487 if (offset[j] < offset[best])
8488 {
8489 // closest so far
8490 best = j;
8491 if (offset[best] == beginning)
8492 break;
8493 }
8494 }
8495 }
8496 } 8976 }
8977 }
8497 8978
8498 // Scan for spacers 8979 /*
8980 * Scan through source string from beginning to end.
8981 */
8982 for (i = 0;;) {
8499 8983
8500 if (offset[best] != beginning) 8984 /*
8501 { 8985 * Find earliest delimeter in src starting at i (if any).
8502 for (j = seplen; (j < mlen) && (offset[best] > beginning); j++) 8986 */
8503 { 8987 int earliestDel = -1;
8504 if (active[j]) 8988 int earliestSrc = srclen;
8505 { 8989 string earliestStr = null;
8506 // scan all of the markers 8990 for (j = 0; j < dellen; j ++) {
8507 if ((offset[j] = src.IndexOf(spcarray[j-seplen].ToString(), beginning)) == -1) 8991 d = delarray[j];
8508 { 8992 if (d != null) {
8509 // not present at all 8993 int index = src.IndexOf(d, i);
8510 active[j] = false; 8994 if (index < 0) {
8511 } 8995 delarray[j] = null; // delim nowhere in src, don't check it anymore
8512 else 8996 } else if (index < earliestSrc) {
8513 { 8997 earliestSrc = index; // where delimeter starts in source string
8514 // present and correct 8998 earliestDel = j; // where delimeter is in delarray[]
8515 if (offset[j] < offset[best]) 8999 earliestStr = d; // the delimeter string from delarray[]
8516 { 9000 if (index == i) break; // can't do any better than found at beg of string
8517 // closest so far
8518 best = j;
8519 }
8520 }
8521 } 9001 }
8522 } 9002 }
8523 } 9003 }
8524 9004
8525 // This is the normal exit from the scanning loop 9005 /*
8526 9006 * Output source string starting at i through start of earliest delimeter.
8527 if (best == mlen) 9007 */
8528 { 9008 if (keepNulls || (earliestSrc > i)) {
8529 // no markers were found on this pass 9009 outarray[outlen++] = src.Substring(i, earliestSrc - i);
8530 // so we're pretty much done
8531 tokens.Add(new LSL_String(src.Substring(beginning, srclen - beginning)));
8532 break;
8533 } 9010 }
8534 9011
8535 // Otherwise we just add the newly delimited token 9012 /*
8536 // and recalculate where the search should continue. 9013 * If no delimeter found at or after i, we're done scanning.
8537 9014 */
8538 tokens.Add(new LSL_String(src.Substring(beginning,offset[best]-beginning))); 9015 if (earliestDel < 0) break;
8539 9016
8540 if (best < seplen) 9017 /*
8541 { 9018 * If delimeter was a spacer, output the spacer.
8542 beginning = offset[best] + (separray[best].ToString()).Length; 9019 */
8543 } 9020 if (earliestDel >= seplen) {
8544 else 9021 outarray[outlen++] = earliestStr;
8545 {
8546 beginning = offset[best] + (spcarray[best - seplen].ToString()).Length;
8547 tokens.Add(new LSL_String(spcarray[best - seplen].ToString()));
8548 } 9022 }
8549 }
8550
8551 // This an awkward an not very intuitive boundary case. If the
8552 // last substring is a tokenizer, then there is an implied trailing
8553 // null list entry. Hopefully the single comparison will not be too
8554 // arduous. Alternatively the 'break' could be replced with a return
8555 // but that's shabby programming.
8556 9023
8557 if (beginning == srclen) 9024 /*
8558 { 9025 * Look at rest of src string following delimeter.
8559 if (srclen != 0) 9026 */
8560 tokens.Add(new LSL_String("")); 9027 i = earliestSrc + earliestStr.Length;
8561 } 9028 }
8562 9029
8563 return tokens; 9030 /*
9031 * Make up an exact-sized output array suitable for an LSL_List object.
9032 */
9033 object[] outlist = new object[outlen];
9034 for (i = 0; i < outlen; i ++) {
9035 outlist[i] = new LSL_String(outarray[i]);
9036 }
9037 return new LSL_List(outlist);
8564 } 9038 }
8565 9039
8566 public LSL_Integer llGetObjectPermMask(int mask) 9040 public LSL_Integer llGetObjectPermMask(int mask)
@@ -8637,28 +9111,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8637 { 9111 {
8638 m_host.AddScriptLPS(1); 9112 m_host.AddScriptLPS(1);
8639 9113
8640 lock (m_host.TaskInventory) 9114 m_host.TaskInventory.LockItemsForRead(true);
9115 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8641 { 9116 {
8642 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9117 if (inv.Value.Name == item)
8643 { 9118 {
8644 if (inv.Value.Name == item) 9119 m_host.TaskInventory.LockItemsForRead(false);
9120 switch (mask)
8645 { 9121 {
8646 switch (mask) 9122 case 0:
8647 { 9123 return (int)inv.Value.BasePermissions;
8648 case 0: 9124 case 1:
8649 return (int)inv.Value.BasePermissions; 9125 return (int)inv.Value.CurrentPermissions;
8650 case 1: 9126 case 2:
8651 return (int)inv.Value.CurrentPermissions; 9127 return (int)inv.Value.GroupPermissions;
8652 case 2: 9128 case 3:
8653 return (int)inv.Value.GroupPermissions; 9129 return (int)inv.Value.EveryonePermissions;
8654 case 3: 9130 case 4:
8655 return (int)inv.Value.EveryonePermissions; 9131 return (int)inv.Value.NextPermissions;
8656 case 4:
8657 return (int)inv.Value.NextPermissions;
8658 }
8659 } 9132 }
8660 } 9133 }
8661 } 9134 }
9135 m_host.TaskInventory.LockItemsForRead(false);
8662 9136
8663 return -1; 9137 return -1;
8664 } 9138 }
@@ -8705,16 +9179,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8705 { 9179 {
8706 m_host.AddScriptLPS(1); 9180 m_host.AddScriptLPS(1);
8707 9181
8708 lock (m_host.TaskInventory) 9182 m_host.TaskInventory.LockItemsForRead(true);
9183 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8709 { 9184 {
8710 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9185 if (inv.Value.Name == item)
8711 { 9186 {
8712 if (inv.Value.Name == item) 9187 m_host.TaskInventory.LockItemsForRead(false);
8713 { 9188 return inv.Value.CreatorID.ToString();
8714 return inv.Value.CreatorID.ToString();
8715 }
8716 } 9189 }
8717 } 9190 }
9191 m_host.TaskInventory.LockItemsForRead(false);
8718 9192
8719 llSay(0, "No item name '" + item + "'"); 9193 llSay(0, "No item name '" + item + "'");
8720 9194
@@ -8765,8 +9239,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8765 return UUID.Zero.ToString(); 9239 return UUID.Zero.ToString();
8766 } 9240 }
8767 reply = new LSL_Vector( 9241 reply = new LSL_Vector(
8768 info.RegionLocX * Constants.RegionSize, 9242 info.RegionLocX,
8769 info.RegionLocY * Constants.RegionSize, 9243 info.RegionLocY,
8770 0).ToString(); 9244 0).ToString();
8771 break; 9245 break;
8772 case 6: // DATA_SIM_STATUS 9246 case 6: // DATA_SIM_STATUS
@@ -8979,17 +9453,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8979 int width = 0; 9453 int width = 0;
8980 int height = 0; 9454 int height = 0;
8981 9455
8982 ParcelMediaCommandEnum? commandToSend = null; 9456 uint commandToSend = 0;
8983 float time = 0.0f; // default is from start 9457 float time = 0.0f; // default is from start
8984 9458
8985 ScenePresence presence = null; 9459 ScenePresence presence = null;
8986 9460
8987 for (int i = 0; i < commandList.Data.Length; i++) 9461 for (int i = 0; i < commandList.Data.Length; i++)
8988 { 9462 {
8989 ParcelMediaCommandEnum command = (ParcelMediaCommandEnum)commandList.Data[i]; 9463 uint command = (uint)(commandList.GetLSLIntegerItem(i));
8990 switch (command) 9464 switch (command)
8991 { 9465 {
8992 case ParcelMediaCommandEnum.Agent: 9466 case (uint)ParcelMediaCommandEnum.Agent:
8993 // we send only to one agent 9467 // we send only to one agent
8994 if ((i + 1) < commandList.Length) 9468 if ((i + 1) < commandList.Length)
8995 { 9469 {
@@ -9006,25 +9480,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9006 } 9480 }
9007 break; 9481 break;
9008 9482
9009 case ParcelMediaCommandEnum.Loop: 9483 case (uint)ParcelMediaCommandEnum.Loop:
9010 loop = 1; 9484 loop = 1;
9011 commandToSend = command; 9485 commandToSend = command;
9012 update = true; //need to send the media update packet to set looping 9486 update = true; //need to send the media update packet to set looping
9013 break; 9487 break;
9014 9488
9015 case ParcelMediaCommandEnum.Play: 9489 case (uint)ParcelMediaCommandEnum.Play:
9016 loop = 0; 9490 loop = 0;
9017 commandToSend = command; 9491 commandToSend = command;
9018 update = true; //need to send the media update packet to make sure it doesn't loop 9492 update = true; //need to send the media update packet to make sure it doesn't loop
9019 break; 9493 break;
9020 9494
9021 case ParcelMediaCommandEnum.Pause: 9495 case (uint)ParcelMediaCommandEnum.Pause:
9022 case ParcelMediaCommandEnum.Stop: 9496 case (uint)ParcelMediaCommandEnum.Stop:
9023 case ParcelMediaCommandEnum.Unload: 9497 case (uint)ParcelMediaCommandEnum.Unload:
9024 commandToSend = command; 9498 commandToSend = command;
9025 break; 9499 break;
9026 9500
9027 case ParcelMediaCommandEnum.Url: 9501 case (uint)ParcelMediaCommandEnum.Url:
9028 if ((i + 1) < commandList.Length) 9502 if ((i + 1) < commandList.Length)
9029 { 9503 {
9030 if (commandList.Data[i + 1] is LSL_String) 9504 if (commandList.Data[i + 1] is LSL_String)
@@ -9037,7 +9511,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9037 } 9511 }
9038 break; 9512 break;
9039 9513
9040 case ParcelMediaCommandEnum.Texture: 9514 case (uint)ParcelMediaCommandEnum.Texture:
9041 if ((i + 1) < commandList.Length) 9515 if ((i + 1) < commandList.Length)
9042 { 9516 {
9043 if (commandList.Data[i + 1] is LSL_String) 9517 if (commandList.Data[i + 1] is LSL_String)
@@ -9050,7 +9524,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9050 } 9524 }
9051 break; 9525 break;
9052 9526
9053 case ParcelMediaCommandEnum.Time: 9527 case (uint)ParcelMediaCommandEnum.Time:
9054 if ((i + 1) < commandList.Length) 9528 if ((i + 1) < commandList.Length)
9055 { 9529 {
9056 if (commandList.Data[i + 1] is LSL_Float) 9530 if (commandList.Data[i + 1] is LSL_Float)
@@ -9062,7 +9536,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9062 } 9536 }
9063 break; 9537 break;
9064 9538
9065 case ParcelMediaCommandEnum.AutoAlign: 9539 case (uint)ParcelMediaCommandEnum.AutoAlign:
9066 if ((i + 1) < commandList.Length) 9540 if ((i + 1) < commandList.Length)
9067 { 9541 {
9068 if (commandList.Data[i + 1] is LSL_Integer) 9542 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9076,7 +9550,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9076 } 9550 }
9077 break; 9551 break;
9078 9552
9079 case ParcelMediaCommandEnum.Type: 9553 case (uint)ParcelMediaCommandEnum.Type:
9080 if ((i + 1) < commandList.Length) 9554 if ((i + 1) < commandList.Length)
9081 { 9555 {
9082 if (commandList.Data[i + 1] is LSL_String) 9556 if (commandList.Data[i + 1] is LSL_String)
@@ -9089,7 +9563,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9089 } 9563 }
9090 break; 9564 break;
9091 9565
9092 case ParcelMediaCommandEnum.Desc: 9566 case (uint)ParcelMediaCommandEnum.Desc:
9093 if ((i + 1) < commandList.Length) 9567 if ((i + 1) < commandList.Length)
9094 { 9568 {
9095 if (commandList.Data[i + 1] is LSL_String) 9569 if (commandList.Data[i + 1] is LSL_String)
@@ -9102,7 +9576,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9102 } 9576 }
9103 break; 9577 break;
9104 9578
9105 case ParcelMediaCommandEnum.Size: 9579 case (uint)ParcelMediaCommandEnum.Size:
9106 if ((i + 2) < commandList.Length) 9580 if ((i + 2) < commandList.Length)
9107 { 9581 {
9108 if (commandList.Data[i + 1] is LSL_Integer) 9582 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9172,7 +9646,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9172 } 9646 }
9173 } 9647 }
9174 9648
9175 if (commandToSend != null) 9649 if (commandToSend != 0)
9176 { 9650 {
9177 // the commandList contained a start/stop/... command, too 9651 // the commandList contained a start/stop/... command, too
9178 if (presence == null) 9652 if (presence == null)
@@ -9209,7 +9683,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9209 9683
9210 if (aList.Data[i] != null) 9684 if (aList.Data[i] != null)
9211 { 9685 {
9212 switch ((ParcelMediaCommandEnum) aList.Data[i]) 9686 switch ((ParcelMediaCommandEnum) Convert.ToInt32(aList.Data[i].ToString()))
9213 { 9687 {
9214 case ParcelMediaCommandEnum.Url: 9688 case ParcelMediaCommandEnum.Url:
9215 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL)); 9689 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL));
@@ -9252,16 +9726,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9252 { 9726 {
9253 m_host.AddScriptLPS(1); 9727 m_host.AddScriptLPS(1);
9254 9728
9255 lock (m_host.TaskInventory) 9729 m_host.TaskInventory.LockItemsForRead(true);
9730 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
9256 { 9731 {
9257 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9732 if (inv.Value.Name == name)
9258 { 9733 {
9259 if (inv.Value.Name == name) 9734 m_host.TaskInventory.LockItemsForRead(false);
9260 { 9735 return inv.Value.Type;
9261 return inv.Value.Type;
9262 }
9263 } 9736 }
9264 } 9737 }
9738 m_host.TaskInventory.LockItemsForRead(false);
9265 9739
9266 return -1; 9740 return -1;
9267 } 9741 }
@@ -9272,15 +9746,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9272 9746
9273 if (quick_pay_buttons.Data.Length < 4) 9747 if (quick_pay_buttons.Data.Length < 4)
9274 { 9748 {
9275 LSLError("List must have at least 4 elements"); 9749 int x;
9276 return; 9750 for (x=quick_pay_buttons.Data.Length; x<= 4; x++)
9751 {
9752 quick_pay_buttons.Add(ScriptBaseClass.PAY_HIDE);
9753 }
9277 } 9754 }
9278 m_host.ParentGroup.RootPart.PayPrice[0]=price; 9755 int[] nPrice = new int[5];
9279 9756 nPrice[0]=price;
9280 m_host.ParentGroup.RootPart.PayPrice[1]=(LSL_Integer)quick_pay_buttons.Data[0]; 9757 nPrice[1] = (LSL_Integer)quick_pay_buttons.Data[0];
9281 m_host.ParentGroup.RootPart.PayPrice[2]=(LSL_Integer)quick_pay_buttons.Data[1]; 9758 nPrice[2] = (LSL_Integer)quick_pay_buttons.Data[1];
9282 m_host.ParentGroup.RootPart.PayPrice[3]=(LSL_Integer)quick_pay_buttons.Data[2]; 9759 nPrice[3] = (LSL_Integer)quick_pay_buttons.Data[2];
9283 m_host.ParentGroup.RootPart.PayPrice[4]=(LSL_Integer)quick_pay_buttons.Data[3]; 9760 nPrice[4] = (LSL_Integer)quick_pay_buttons.Data[3];
9761 m_host.ParentGroup.RootPart.PayPrice = nPrice;
9284 m_host.ParentGroup.HasGroupChanged = true; 9762 m_host.ParentGroup.HasGroupChanged = true;
9285 } 9763 }
9286 9764
@@ -9292,17 +9770,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9292 if (invItemID == UUID.Zero) 9770 if (invItemID == UUID.Zero)
9293 return new LSL_Vector(); 9771 return new LSL_Vector();
9294 9772
9295 lock (m_host.TaskInventory) 9773 m_host.TaskInventory.LockItemsForRead(true);
9774 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
9296 { 9775 {
9297 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 9776 m_host.TaskInventory.LockItemsForRead(false);
9298 return new LSL_Vector(); 9777 return new LSL_Vector();
9778 }
9299 9779
9300 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 9780 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9301 { 9781 {
9302 ShoutError("No permissions to track the camera"); 9782 ShoutError("No permissions to track the camera");
9303 return new LSL_Vector(); 9783 m_host.TaskInventory.LockItemsForRead(false);
9304 } 9784 return new LSL_Vector();
9305 } 9785 }
9786 m_host.TaskInventory.LockItemsForRead(false);
9306 9787
9307 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 9788 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9308 if (presence != null) 9789 if (presence != null)
@@ -9320,17 +9801,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9320 if (invItemID == UUID.Zero) 9801 if (invItemID == UUID.Zero)
9321 return new LSL_Rotation(); 9802 return new LSL_Rotation();
9322 9803
9323 lock (m_host.TaskInventory) 9804 m_host.TaskInventory.LockItemsForRead(true);
9805 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
9324 { 9806 {
9325 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 9807 m_host.TaskInventory.LockItemsForRead(false);
9326 return new LSL_Rotation(); 9808 return new LSL_Rotation();
9327 9809 }
9328 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 9810 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9329 { 9811 {
9330 ShoutError("No permissions to track the camera"); 9812 ShoutError("No permissions to track the camera");
9331 return new LSL_Rotation(); 9813 m_host.TaskInventory.LockItemsForRead(false);
9332 } 9814 return new LSL_Rotation();
9333 } 9815 }
9816 m_host.TaskInventory.LockItemsForRead(false);
9334 9817
9335 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 9818 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9336 if (presence != null) 9819 if (presence != null)
@@ -9392,8 +9875,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9392 { 9875 {
9393 m_host.AddScriptLPS(1); 9876 m_host.AddScriptLPS(1);
9394 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0); 9877 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0);
9395 if (detectedParams == null) return; // only works on the first detected avatar 9878 if (detectedParams == null)
9396 9879 {
9880 if (m_host.IsAttachment == true)
9881 {
9882 detectedParams = new DetectParams();
9883 detectedParams.Key = m_host.OwnerID;
9884 }
9885 else
9886 {
9887 return;
9888 }
9889 }
9890
9397 ScenePresence avatar = World.GetScenePresence(detectedParams.Key); 9891 ScenePresence avatar = World.GetScenePresence(detectedParams.Key);
9398 if (avatar != null) 9892 if (avatar != null)
9399 { 9893 {
@@ -9401,6 +9895,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9401 new Vector3((float)pos.x, (float)pos.y, (float)pos.z), 9895 new Vector3((float)pos.x, (float)pos.y, (float)pos.z),
9402 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z)); 9896 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z));
9403 } 9897 }
9898
9404 ScriptSleep(1000); 9899 ScriptSleep(1000);
9405 } 9900 }
9406 9901
@@ -9480,14 +9975,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9480 if (objectID == UUID.Zero) return; 9975 if (objectID == UUID.Zero) return;
9481 9976
9482 UUID agentID; 9977 UUID agentID;
9483 lock (m_host.TaskInventory) 9978 m_host.TaskInventory.LockItemsForRead(true);
9484 { 9979 // we need the permission first, to know which avatar we want to set the camera for
9485 // we need the permission first, to know which avatar we want to set the camera for 9980 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9486 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9487 9981
9488 if (agentID == UUID.Zero) return; 9982 if (agentID == UUID.Zero)
9489 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return; 9983 {
9984 m_host.TaskInventory.LockItemsForRead(false);
9985 return;
9986 }
9987 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
9988 {
9989 m_host.TaskInventory.LockItemsForRead(false);
9990 return;
9490 } 9991 }
9992 m_host.TaskInventory.LockItemsForRead(false);
9491 9993
9492 ScenePresence presence = World.GetScenePresence(agentID); 9994 ScenePresence presence = World.GetScenePresence(agentID);
9493 9995
@@ -9537,12 +10039,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9537 10039
9538 // we need the permission first, to know which avatar we want to clear the camera for 10040 // we need the permission first, to know which avatar we want to clear the camera for
9539 UUID agentID; 10041 UUID agentID;
9540 lock (m_host.TaskInventory) 10042 m_host.TaskInventory.LockItemsForRead(true);
10043 agentID = m_host.TaskInventory[invItemID].PermsGranter;
10044 if (agentID == UUID.Zero)
10045 {
10046 m_host.TaskInventory.LockItemsForRead(false);
10047 return;
10048 }
10049 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
9541 { 10050 {
9542 agentID = m_host.TaskInventory[invItemID].PermsGranter; 10051 m_host.TaskInventory.LockItemsForRead(false);
9543 if (agentID == UUID.Zero) return; 10052 return;
9544 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return;
9545 } 10053 }
10054 m_host.TaskInventory.LockItemsForRead(false);
9546 10055
9547 ScenePresence presence = World.GetScenePresence(agentID); 10056 ScenePresence presence = World.GetScenePresence(agentID);
9548 10057
@@ -9609,19 +10118,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9609 public LSL_String llXorBase64StringsCorrect(string str1, string str2) 10118 public LSL_String llXorBase64StringsCorrect(string str1, string str2)
9610 { 10119 {
9611 m_host.AddScriptLPS(1); 10120 m_host.AddScriptLPS(1);
9612 string ret = String.Empty; 10121
9613 string src1 = llBase64ToString(str1); 10122 if (str1 == String.Empty)
9614 string src2 = llBase64ToString(str2); 10123 return String.Empty;
9615 int c = 0; 10124 if (str2 == String.Empty)
9616 for (int i = 0; i < src1.Length; i++) 10125 return str1;
10126
10127 byte[] data1 = Convert.FromBase64String(str1);
10128 byte[] data2 = Convert.FromBase64String(str2);
10129
10130 byte[] d2 = new Byte[data1.Length];
10131 int pos = 0;
10132
10133 if (data1.Length <= data2.Length)
10134 {
10135 Array.Copy(data2, 0, d2, 0, data1.Length);
10136 }
10137 else
9617 { 10138 {
9618 ret += (char) (src1[i] ^ src2[c]); 10139 while (pos < data1.Length)
10140 {
10141 int len = data1.Length - pos;
10142 if (len > data2.Length)
10143 len = data2.Length;
9619 10144
9620 c++; 10145 Array.Copy(data2, 0, d2, pos, len);
9621 if (c >= src2.Length) 10146 pos += len;
9622 c = 0; 10147 }
9623 } 10148 }
9624 return llStringToBase64(ret); 10149
10150 for (pos = 0 ; pos < data1.Length ; pos++ )
10151 data1[pos] ^= d2[pos];
10152
10153 return Convert.ToBase64String(data1);
9625 } 10154 }
9626 10155
9627 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body) 10156 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body)
@@ -9999,15 +10528,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9999 10528
10000 internal UUID ScriptByName(string name) 10529 internal UUID ScriptByName(string name)
10001 { 10530 {
10002 lock (m_host.TaskInventory) 10531 m_host.TaskInventory.LockItemsForRead(true);
10532
10533 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
10003 { 10534 {
10004 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 10535 if (item.Type == 10 && item.Name == name)
10005 { 10536 {
10006 if (item.Type == 10 && item.Name == name) 10537 m_host.TaskInventory.LockItemsForRead(false);
10007 return item.ItemID; 10538 return item.ItemID;
10008 } 10539 }
10009 } 10540 }
10010 10541
10542 m_host.TaskInventory.LockItemsForRead(false);
10543
10011 return UUID.Zero; 10544 return UUID.Zero;
10012 } 10545 }
10013 10546
@@ -10048,6 +10581,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10048 { 10581 {
10049 m_host.AddScriptLPS(1); 10582 m_host.AddScriptLPS(1);
10050 10583
10584 //Clone is thread safe
10051 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 10585 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10052 10586
10053 UUID assetID = UUID.Zero; 10587 UUID assetID = UUID.Zero;
@@ -10110,6 +10644,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10110 { 10644 {
10111 m_host.AddScriptLPS(1); 10645 m_host.AddScriptLPS(1);
10112 10646
10647 //Clone is thread safe
10113 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 10648 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10114 10649
10115 UUID assetID = UUID.Zero; 10650 UUID assetID = UUID.Zero;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs
index 665b39f..91e2c3b 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs
@@ -1,3 +1,512 @@
1<<<<<<< HEAD:OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs
2/*
3 * Copyright (c) Contributors, http://opensimulator.org/
4 * See CONTRIBUTORS.TXT for a full list of copyright holders.
5 *
6 * Redistribution and use in source and binary forms, with or without
7 * modification, are permitted provided that the following conditions are met:
8 * * Redistributions of source code must retain the above copyright
9 * notice, this list of conditions and the following disclaimer.
10 * * Redistributions in binary form must reproduce the above copyright
11 * notice, this list of conditions and the following disclaimer in the
12 * documentation and/or other materials provided with the distribution.
13 * * Neither the name of the OpenSimulator Project nor the
14 * names of its contributors may be used to endorse or promote products
15 * derived from this software without specific prior written permission.
16 *
17 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
18 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
19 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
20 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
21 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
22 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
23 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
24 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
25 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
26 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
27 */
28
29using System;
30using System.Reflection;
31using System.Collections;
32using System.Collections.Generic;
33using System.Runtime.Remoting.Lifetime;
34using OpenMetaverse;
35using Nini.Config;
36using OpenSim;
37using OpenSim.Framework;
38using OpenSim.Region.CoreModules.World.LightShare;
39using OpenSim.Region.Framework.Interfaces;
40using OpenSim.Region.Framework.Scenes;
41using OpenSim.Region.ScriptEngine.Shared;
42using OpenSim.Region.ScriptEngine.Shared.Api.Plugins;
43using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
44using OpenSim.Region.ScriptEngine.Interfaces;
45using OpenSim.Region.ScriptEngine.Shared.Api.Interfaces;
46
47using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
48using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
49using LSL_Key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
50using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
51using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
52using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
53using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
54
55namespace OpenSim.Region.ScriptEngine.Shared.Api
56{
57 [Serializable]
58 public class LS_Api : MarshalByRefObject, ILS_Api, IScriptApi
59 {
60 internal IScriptEngine m_ScriptEngine;
61 internal SceneObjectPart m_host;
62 internal uint m_localID;
63 internal UUID m_itemID;
64 internal bool m_LSFunctionsEnabled = false;
65 internal IScriptModuleComms m_comms = null;
66
67 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID)
68 {
69 m_ScriptEngine = ScriptEngine;
70 m_host = host;
71 m_localID = localID;
72 m_itemID = itemID;
73
74 if (m_ScriptEngine.Config.GetBoolean("AllowLightShareFunctions", false))
75 m_LSFunctionsEnabled = true;
76
77 if (m_ScriptEngine.Config.GetBoolean("AllowCareminsterFunctions", false))
78 m_LSFunctionsEnabled = true;
79
80 m_comms = m_ScriptEngine.World.RequestModuleInterface<IScriptModuleComms>();
81 if (m_comms == null)
82 m_LSFunctionsEnabled = false;
83 }
84
85 public override Object InitializeLifetimeService()
86 {
87 ILease lease = (ILease)base.InitializeLifetimeService();
88
89 if (lease.CurrentState == LeaseState.Initial)
90 {
91 lease.InitialLeaseTime = TimeSpan.FromMinutes(0);
92 // lease.RenewOnCallTime = TimeSpan.FromSeconds(10.0);
93 // lease.SponsorshipTimeout = TimeSpan.FromMinutes(1.0);
94 }
95 return lease;
96 }
97
98 public Scene World
99 {
100 get { return m_ScriptEngine.World; }
101 }
102
103 //
104 //Dumps an error message on the debug console.
105 //
106
107 internal void LSShoutError(string message)
108 {
109 if (message.Length > 1023)
110 message = message.Substring(0, 1023);
111
112 World.SimChat(Utils.StringToBytes(message),
113 ChatTypeEnum.Shout, ScriptBaseClass.DEBUG_CHANNEL, m_host.ParentGroup.RootPart.AbsolutePosition, m_host.Name, m_host.UUID, true);
114
115 IWorldComm wComm = m_ScriptEngine.World.RequestModuleInterface<IWorldComm>();
116 wComm.DeliverMessage(ChatTypeEnum.Shout, ScriptBaseClass.DEBUG_CHANNEL, m_host.Name, m_host.UUID, message);
117 }
118
119 /// <summary>
120 /// Get the current Windlight scene
121 /// </summary>
122 /// <returns>List of windlight parameters</returns>
123 public LSL_List lsGetWindlightScene(LSL_List rules)
124 {
125 if (!m_LSFunctionsEnabled)
126 {
127 LSShoutError("LightShare functions are not enabled.");
128 return new LSL_List();
129 }
130 m_host.AddScriptLPS(1);
131 RegionLightShareData wl = m_host.ParentGroup.Scene.RegionInfo.WindlightSettings;
132
133 LSL_List values = new LSL_List();
134 int idx = 0;
135 while (idx < rules.Length)
136 {
137 uint rule = (uint)rules.GetLSLIntegerItem(idx);
138 LSL_List toadd = new LSL_List();
139
140 switch (rule)
141 {
142 case (int)ScriptBaseClass.WL_AMBIENT:
143 toadd.Add(new LSL_Rotation(wl.ambient.X, wl.ambient.Y, wl.ambient.Z, wl.ambient.W));
144 break;
145 case (int)ScriptBaseClass.WL_BIG_WAVE_DIRECTION:
146 toadd.Add(new LSL_Vector(wl.bigWaveDirection.X, wl.bigWaveDirection.Y, 0.0f));
147 break;
148 case (int)ScriptBaseClass.WL_BLUE_DENSITY:
149 toadd.Add(new LSL_Rotation(wl.blueDensity.X, wl.blueDensity.Y, wl.blueDensity.Z, wl.blueDensity.W));
150 break;
151 case (int)ScriptBaseClass.WL_BLUR_MULTIPLIER:
152 toadd.Add(new LSL_Float(wl.blurMultiplier));
153 break;
154 case (int)ScriptBaseClass.WL_CLOUD_COLOR:
155 toadd.Add(new LSL_Rotation(wl.cloudColor.X, wl.cloudColor.Y, wl.cloudColor.Z, wl.cloudColor.W));
156 break;
157 case (int)ScriptBaseClass.WL_CLOUD_COVERAGE:
158 toadd.Add(new LSL_Float(wl.cloudCoverage));
159 break;
160 case (int)ScriptBaseClass.WL_CLOUD_DETAIL_XY_DENSITY:
161 toadd.Add(new LSL_Vector(wl.cloudDetailXYDensity.X, wl.cloudDetailXYDensity.Y, wl.cloudDetailXYDensity.Z));
162 break;
163 case (int)ScriptBaseClass.WL_CLOUD_SCALE:
164 toadd.Add(new LSL_Float(wl.cloudScale));
165 break;
166 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X:
167 toadd.Add(new LSL_Float(wl.cloudScrollX));
168 break;
169 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X_LOCK:
170 toadd.Add(new LSL_Integer(wl.cloudScrollXLock ? 1 : 0));
171 break;
172 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y:
173 toadd.Add(new LSL_Float(wl.cloudScrollY));
174 break;
175 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y_LOCK:
176 toadd.Add(new LSL_Integer(wl.cloudScrollYLock ? 1 : 0));
177 break;
178 case (int)ScriptBaseClass.WL_CLOUD_XY_DENSITY:
179 toadd.Add(new LSL_Vector(wl.cloudXYDensity.X, wl.cloudXYDensity.Y, wl.cloudXYDensity.Z));
180 break;
181 case (int)ScriptBaseClass.WL_DENSITY_MULTIPLIER:
182 toadd.Add(new LSL_Float(wl.densityMultiplier));
183 break;
184 case (int)ScriptBaseClass.WL_DISTANCE_MULTIPLIER:
185 toadd.Add(new LSL_Float(wl.distanceMultiplier));
186 break;
187 case (int)ScriptBaseClass.WL_DRAW_CLASSIC_CLOUDS:
188 toadd.Add(new LSL_Integer(wl.drawClassicClouds ? 1 : 0));
189 break;
190 case (int)ScriptBaseClass.WL_EAST_ANGLE:
191 toadd.Add(new LSL_Float(wl.eastAngle));
192 break;
193 case (int)ScriptBaseClass.WL_FRESNEL_OFFSET:
194 toadd.Add(new LSL_Float(wl.fresnelOffset));
195 break;
196 case (int)ScriptBaseClass.WL_FRESNEL_SCALE:
197 toadd.Add(new LSL_Float(wl.fresnelScale));
198 break;
199 case (int)ScriptBaseClass.WL_HAZE_DENSITY:
200 toadd.Add(new LSL_Float(wl.hazeDensity));
201 break;
202 case (int)ScriptBaseClass.WL_HAZE_HORIZON:
203 toadd.Add(new LSL_Float(wl.hazeHorizon));
204 break;
205 case (int)ScriptBaseClass.WL_HORIZON:
206 toadd.Add(new LSL_Rotation(wl.horizon.X, wl.horizon.Y, wl.horizon.Z, wl.horizon.W));
207 break;
208 case (int)ScriptBaseClass.WL_LITTLE_WAVE_DIRECTION:
209 toadd.Add(new LSL_Vector(wl.littleWaveDirection.X, wl.littleWaveDirection.Y, 0.0f));
210 break;
211 case (int)ScriptBaseClass.WL_MAX_ALTITUDE:
212 toadd.Add(new LSL_Integer(wl.maxAltitude));
213 break;
214 case (int)ScriptBaseClass.WL_NORMAL_MAP_TEXTURE:
215 toadd.Add(new LSL_Key(wl.normalMapTexture.ToString()));
216 break;
217 case (int)ScriptBaseClass.WL_REFLECTION_WAVELET_SCALE:
218 toadd.Add(new LSL_Vector(wl.reflectionWaveletScale.X, wl.reflectionWaveletScale.Y, wl.reflectionWaveletScale.Z));
219 break;
220 case (int)ScriptBaseClass.WL_REFRACT_SCALE_ABOVE:
221 toadd.Add(new LSL_Float(wl.refractScaleAbove));
222 break;
223 case (int)ScriptBaseClass.WL_REFRACT_SCALE_BELOW:
224 toadd.Add(new LSL_Float(wl.refractScaleBelow));
225 break;
226 case (int)ScriptBaseClass.WL_SCENE_GAMMA:
227 toadd.Add(new LSL_Float(wl.sceneGamma));
228 break;
229 case (int)ScriptBaseClass.WL_STAR_BRIGHTNESS:
230 toadd.Add(new LSL_Float(wl.starBrightness));
231 break;
232 case (int)ScriptBaseClass.WL_SUN_GLOW_FOCUS:
233 toadd.Add(new LSL_Float(wl.sunGlowFocus));
234 break;
235 case (int)ScriptBaseClass.WL_SUN_GLOW_SIZE:
236 toadd.Add(new LSL_Float(wl.sunGlowSize));
237 break;
238 case (int)ScriptBaseClass.WL_SUN_MOON_COLOR:
239 toadd.Add(new LSL_Rotation(wl.sunMoonColor.X, wl.sunMoonColor.Y, wl.sunMoonColor.Z, wl.sunMoonColor.W));
240 break;
241 case (int)ScriptBaseClass.WL_UNDERWATER_FOG_MODIFIER:
242 toadd.Add(new LSL_Float(wl.underwaterFogModifier));
243 break;
244 case (int)ScriptBaseClass.WL_WATER_COLOR:
245 toadd.Add(new LSL_Vector(wl.waterColor.X, wl.waterColor.Y, wl.waterColor.Z));
246 break;
247 case (int)ScriptBaseClass.WL_WATER_FOG_DENSITY_EXPONENT:
248 toadd.Add(new LSL_Float(wl.waterFogDensityExponent));
249 break;
250 }
251
252 if (toadd.Length > 0)
253 {
254 values.Add(new LSL_Integer(rule));
255 values.Add(toadd.Data[0]);
256 }
257 idx++;
258 }
259
260
261 return values;
262
263 }
264
265 private RegionLightShareData getWindlightProfileFromRules(LSL_List rules)
266 {
267 RegionLightShareData wl = (RegionLightShareData)m_host.ParentGroup.Scene.RegionInfo.WindlightSettings.Clone();
268
269 LSL_List values = new LSL_List();
270 int idx = 0;
271 while (idx < rules.Length)
272 {
273 uint rule = (uint)rules.GetLSLIntegerItem(idx);
274 LSL_Types.Quaternion iQ;
275 LSL_Types.Vector3 iV;
276 switch (rule)
277 {
278 case (int)ScriptBaseClass.WL_SUN_MOON_POSITION:
279 idx++;
280 wl.sunMoonPosition = (float)rules.GetLSLFloatItem(idx);
281 break;
282 case (int)ScriptBaseClass.WL_AMBIENT:
283 idx++;
284 iQ = rules.GetQuaternionItem(idx);
285 wl.ambient = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
286 break;
287 case (int)ScriptBaseClass.WL_BIG_WAVE_DIRECTION:
288 idx++;
289 iV = rules.GetVector3Item(idx);
290 wl.bigWaveDirection = new Vector2((float)iV.x, (float)iV.y);
291 break;
292 case (int)ScriptBaseClass.WL_BLUE_DENSITY:
293 idx++;
294 iQ = rules.GetQuaternionItem(idx);
295 wl.blueDensity = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
296 break;
297 case (int)ScriptBaseClass.WL_BLUR_MULTIPLIER:
298 idx++;
299 wl.blurMultiplier = (float)rules.GetLSLFloatItem(idx);
300 break;
301 case (int)ScriptBaseClass.WL_CLOUD_COLOR:
302 idx++;
303 iQ = rules.GetQuaternionItem(idx);
304 wl.cloudColor = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
305 break;
306 case (int)ScriptBaseClass.WL_CLOUD_COVERAGE:
307 idx++;
308 wl.cloudCoverage = (float)rules.GetLSLFloatItem(idx);
309 break;
310 case (int)ScriptBaseClass.WL_CLOUD_DETAIL_XY_DENSITY:
311 idx++;
312 iV = rules.GetVector3Item(idx);
313 wl.cloudDetailXYDensity = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
314 break;
315 case (int)ScriptBaseClass.WL_CLOUD_SCALE:
316 idx++;
317 wl.cloudScale = (float)rules.GetLSLFloatItem(idx);
318 break;
319 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X:
320 idx++;
321 wl.cloudScrollX = (float)rules.GetLSLFloatItem(idx);
322 break;
323 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X_LOCK:
324 idx++;
325 wl.cloudScrollXLock = rules.GetLSLIntegerItem(idx).value == 1 ? true : false;
326 break;
327 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y:
328 idx++;
329 wl.cloudScrollY = (float)rules.GetLSLFloatItem(idx);
330 break;
331 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y_LOCK:
332 idx++;
333 wl.cloudScrollYLock = rules.GetLSLIntegerItem(idx).value == 1 ? true : false;
334 break;
335 case (int)ScriptBaseClass.WL_CLOUD_XY_DENSITY:
336 idx++;
337 iV = rules.GetVector3Item(idx);
338 wl.cloudXYDensity = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
339 break;
340 case (int)ScriptBaseClass.WL_DENSITY_MULTIPLIER:
341 idx++;
342 wl.densityMultiplier = (float)rules.GetLSLFloatItem(idx);
343 break;
344 case (int)ScriptBaseClass.WL_DISTANCE_MULTIPLIER:
345 idx++;
346 wl.distanceMultiplier = (float)rules.GetLSLFloatItem(idx);
347 break;
348 case (int)ScriptBaseClass.WL_DRAW_CLASSIC_CLOUDS:
349 idx++;
350 wl.drawClassicClouds = rules.GetLSLIntegerItem(idx).value == 1 ? true : false;
351 break;
352 case (int)ScriptBaseClass.WL_EAST_ANGLE:
353 idx++;
354 wl.eastAngle = (float)rules.GetLSLFloatItem(idx);
355 break;
356 case (int)ScriptBaseClass.WL_FRESNEL_OFFSET:
357 idx++;
358 wl.fresnelOffset = (float)rules.GetLSLFloatItem(idx);
359 break;
360 case (int)ScriptBaseClass.WL_FRESNEL_SCALE:
361 idx++;
362 wl.fresnelScale = (float)rules.GetLSLFloatItem(idx);
363 break;
364 case (int)ScriptBaseClass.WL_HAZE_DENSITY:
365 idx++;
366 wl.hazeDensity = (float)rules.GetLSLFloatItem(idx);
367 break;
368 case (int)ScriptBaseClass.WL_HAZE_HORIZON:
369 idx++;
370 wl.hazeHorizon = (float)rules.GetLSLFloatItem(idx);
371 break;
372 case (int)ScriptBaseClass.WL_HORIZON:
373 idx++;
374 iQ = rules.GetQuaternionItem(idx);
375 wl.horizon = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
376 break;
377 case (int)ScriptBaseClass.WL_LITTLE_WAVE_DIRECTION:
378 idx++;
379 iV = rules.GetVector3Item(idx);
380 wl.littleWaveDirection = new Vector2((float)iV.x, (float)iV.y);
381 break;
382 case (int)ScriptBaseClass.WL_MAX_ALTITUDE:
383 idx++;
384 wl.maxAltitude = (ushort)rules.GetLSLIntegerItem(idx).value;
385 break;
386 case (int)ScriptBaseClass.WL_NORMAL_MAP_TEXTURE:
387 idx++;
388 wl.normalMapTexture = new UUID(rules.GetLSLStringItem(idx).m_string);
389 break;
390 case (int)ScriptBaseClass.WL_REFLECTION_WAVELET_SCALE:
391 idx++;
392 iV = rules.GetVector3Item(idx);
393 wl.reflectionWaveletScale = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
394 break;
395 case (int)ScriptBaseClass.WL_REFRACT_SCALE_ABOVE:
396 idx++;
397 wl.refractScaleAbove = (float)rules.GetLSLFloatItem(idx);
398 break;
399 case (int)ScriptBaseClass.WL_REFRACT_SCALE_BELOW:
400 idx++;
401 wl.refractScaleBelow = (float)rules.GetLSLFloatItem(idx);
402 break;
403 case (int)ScriptBaseClass.WL_SCENE_GAMMA:
404 idx++;
405 wl.sceneGamma = (float)rules.GetLSLFloatItem(idx);
406 break;
407 case (int)ScriptBaseClass.WL_STAR_BRIGHTNESS:
408 idx++;
409 wl.starBrightness = (float)rules.GetLSLFloatItem(idx);
410 break;
411 case (int)ScriptBaseClass.WL_SUN_GLOW_FOCUS:
412 idx++;
413 wl.sunGlowFocus = (float)rules.GetLSLFloatItem(idx);
414 break;
415 case (int)ScriptBaseClass.WL_SUN_GLOW_SIZE:
416 idx++;
417 wl.sunGlowSize = (float)rules.GetLSLFloatItem(idx);
418 break;
419 case (int)ScriptBaseClass.WL_SUN_MOON_COLOR:
420 idx++;
421 iQ = rules.GetQuaternionItem(idx);
422 wl.sunMoonColor = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
423 break;
424 case (int)ScriptBaseClass.WL_UNDERWATER_FOG_MODIFIER:
425 idx++;
426 wl.underwaterFogModifier = (float)rules.GetLSLFloatItem(idx);
427 break;
428 case (int)ScriptBaseClass.WL_WATER_COLOR:
429 idx++;
430 iV = rules.GetVector3Item(idx);
431 wl.waterColor = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
432 break;
433 case (int)ScriptBaseClass.WL_WATER_FOG_DENSITY_EXPONENT:
434 idx++;
435 wl.waterFogDensityExponent = (float)rules.GetLSLFloatItem(idx);
436 break;
437 }
438 idx++;
439 }
440 return wl;
441 }
442 /// <summary>
443 /// Set the current Windlight scene
444 /// </summary>
445 /// <param name="rules"></param>
446 /// <returns>success: true or false</returns>
447 public int lsSetWindlightScene(LSL_List rules)
448 {
449 if (!m_LSFunctionsEnabled)
450 {
451 LSShoutError("LightShare functions are not enabled.");
452 return 0;
453 }
454 if (!World.RegionInfo.EstateSettings.IsEstateManager(m_host.OwnerID) && World.GetScenePresence(m_host.OwnerID).GodLevel < 200)
455 {
456 LSShoutError("lsSetWindlightScene can only be used by estate managers or owners.");
457 return 0;
458 }
459 int success = 0;
460 m_host.AddScriptLPS(1);
461 if (LightShareModule.EnableWindlight)
462 {
463 RegionLightShareData wl = getWindlightProfileFromRules(rules);
464 m_host.ParentGroup.Scene.StoreWindlightProfile(wl);
465 success = 1;
466 }
467 else
468 {
469 LSShoutError("Windlight module is disabled");
470 return 0;
471 }
472 return success;
473 }
474 /// <summary>
475 /// Set the current Windlight scene to a target avatar
476 /// </summary>
477 /// <param name="rules"></param>
478 /// <returns>success: true or false</returns>
479 public int lsSetWindlightSceneTargeted(LSL_List rules, LSL_Key target)
480 {
481 if (!m_LSFunctionsEnabled)
482 {
483 LSShoutError("LightShare functions are not enabled.");
484 return 0;
485 }
486 if (!World.RegionInfo.EstateSettings.IsEstateManager(m_host.OwnerID) && World.GetScenePresence(m_host.OwnerID).GodLevel < 200)
487 {
488 LSShoutError("lsSetWindlightSceneTargeted can only be used by estate managers or owners.");
489 return 0;
490 }
491 int success = 0;
492 m_host.AddScriptLPS(1);
493 if (LightShareModule.EnableWindlight)
494 {
495 RegionLightShareData wl = getWindlightProfileFromRules(rules);
496 World.EventManager.TriggerOnSendNewWindlightProfileTargeted(wl, new UUID(target.m_string));
497 success = 1;
498 }
499 else
500 {
501 LSShoutError("Windlight module is disabled");
502 return 0;
503 }
504 return success;
505 }
506
507 }
508}
509=======
1/* 510/*
2 * Copyright (c) Contributors, http://opensimulator.org/ 511 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders. 512 * See CONTRIBUTORS.TXT for a full list of copyright holders.
@@ -500,3 +1009,4 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
500 1009
501 } 1010 }
502} 1011}
1012>>>>>>> master:OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
index a529a94..a08b135 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -129,6 +129,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
129 internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow; 129 internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow;
130 internal float m_ScriptDelayFactor = 1.0f; 130 internal float m_ScriptDelayFactor = 1.0f;
131 internal float m_ScriptDistanceFactor = 1.0f; 131 internal float m_ScriptDistanceFactor = 1.0f;
132 internal bool m_debuggerSafe = false;
132 internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >(); 133 internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >();
133 134
134 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID) 135 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID)
@@ -137,6 +138,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
137 m_host = host; 138 m_host = host;
138 m_localID = localID; 139 m_localID = localID;
139 m_itemID = itemID; 140 m_itemID = itemID;
141 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
140 142
141 if (m_ScriptEngine.Config.GetBoolean("AllowOSFunctions", false)) 143 if (m_ScriptEngine.Config.GetBoolean("AllowOSFunctions", false))
142 m_OSFunctionsEnabled = true; 144 m_OSFunctionsEnabled = true;
@@ -195,7 +197,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
195 197
196 internal void OSSLError(string msg) 198 internal void OSSLError(string msg)
197 { 199 {
198 throw new Exception("OSSL Runtime Error: " + msg); 200 if (m_debuggerSafe)
201 {
202 OSSLShoutError(msg);
203 }
204 else
205 {
206 throw new Exception("OSSL Runtime Error: " + msg);
207 }
199 } 208 }
200 209
201 private void InitLSL() 210 private void InitLSL()
@@ -767,18 +776,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
767 if (target != null) 776 if (target != null)
768 { 777 {
769 UUID animID=UUID.Zero; 778 UUID animID=UUID.Zero;
770 lock (m_host.TaskInventory) 779 m_host.TaskInventory.LockItemsForRead(true);
780 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
771 { 781 {
772 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 782 if (inv.Value.Name == animation)
773 { 783 {
774 if (inv.Value.Name == animation) 784 if (inv.Value.Type == (int)AssetType.Animation)
775 { 785 animID = inv.Value.AssetID;
776 if (inv.Value.Type == (int)AssetType.Animation) 786 continue;
777 animID = inv.Value.AssetID;
778 continue;
779 }
780 } 787 }
781 } 788 }
789 m_host.TaskInventory.LockItemsForRead(false);
782 if (animID == UUID.Zero) 790 if (animID == UUID.Zero)
783 target.Animator.AddAnimation(animation, m_host.UUID); 791 target.Animator.AddAnimation(animation, m_host.UUID);
784 else 792 else
@@ -800,18 +808,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
800 if (target != null) 808 if (target != null)
801 { 809 {
802 UUID animID=UUID.Zero; 810 UUID animID=UUID.Zero;
803 lock (m_host.TaskInventory) 811 m_host.TaskInventory.LockItemsForRead(true);
812 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
804 { 813 {
805 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 814 if (inv.Value.Name == animation)
806 { 815 {
807 if (inv.Value.Name == animation) 816 if (inv.Value.Type == (int)AssetType.Animation)
808 { 817 animID = inv.Value.AssetID;
809 if (inv.Value.Type == (int)AssetType.Animation) 818 continue;
810 animID = inv.Value.AssetID;
811 continue;
812 }
813 } 819 }
814 } 820 }
821 m_host.TaskInventory.LockItemsForRead(false);
815 822
816 if (animID == UUID.Zero) 823 if (animID == UUID.Zero)
817 target.Animator.RemoveAnimation(animation); 824 target.Animator.RemoveAnimation(animation);
@@ -1662,6 +1669,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1662 1669
1663 if (!UUID.TryParse(name, out assetID)) 1670 if (!UUID.TryParse(name, out assetID))
1664 { 1671 {
1672 m_host.TaskInventory.LockItemsForRead(true);
1665 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1673 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1666 { 1674 {
1667 if (item.Type == 7 && item.Name == name) 1675 if (item.Type == 7 && item.Name == name)
@@ -1669,6 +1677,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1669 assetID = item.AssetID; 1677 assetID = item.AssetID;
1670 } 1678 }
1671 } 1679 }
1680 m_host.TaskInventory.LockItemsForRead(false);
1672 } 1681 }
1673 1682
1674 if (assetID == UUID.Zero) 1683 if (assetID == UUID.Zero)
@@ -1715,6 +1724,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1715 1724
1716 if (!UUID.TryParse(name, out assetID)) 1725 if (!UUID.TryParse(name, out assetID))
1717 { 1726 {
1727 m_host.TaskInventory.LockItemsForRead(true);
1718 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1728 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1719 { 1729 {
1720 if (item.Type == 7 && item.Name == name) 1730 if (item.Type == 7 && item.Name == name)
@@ -1722,6 +1732,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1722 assetID = item.AssetID; 1732 assetID = item.AssetID;
1723 } 1733 }
1724 } 1734 }
1735 m_host.TaskInventory.LockItemsForRead(false);
1725 } 1736 }
1726 1737
1727 if (assetID == UUID.Zero) 1738 if (assetID == UUID.Zero)
@@ -1772,6 +1783,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1772 1783
1773 if (!UUID.TryParse(name, out assetID)) 1784 if (!UUID.TryParse(name, out assetID))
1774 { 1785 {
1786 m_host.TaskInventory.LockItemsForRead(true);
1775 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1787 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1776 { 1788 {
1777 if (item.Type == 7 && item.Name == name) 1789 if (item.Type == 7 && item.Name == name)
@@ -1779,6 +1791,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1779 assetID = item.AssetID; 1791 assetID = item.AssetID;
1780 } 1792 }
1781 } 1793 }
1794 m_host.TaskInventory.LockItemsForRead(false);
1782 } 1795 }
1783 1796
1784 if (assetID == UUID.Zero) 1797 if (assetID == UUID.Zero)
@@ -2216,9 +2229,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2216 { 2229 {
2217 if (avatar.IsChildAgent == false) 2230 if (avatar.IsChildAgent == false)
2218 { 2231 {
2219 result.Add(avatar.UUID); 2232 result.Add(new LSL_Key(avatar.UUID.ToString()));
2220 result.Add(avatar.AbsolutePosition); 2233 result.Add(new LSL_Vector(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, avatar.AbsolutePosition.Z));
2221 result.Add(avatar.Name); 2234 result.Add(new LSL_String(avatar.Name));
2222 } 2235 }
2223 } 2236 }
2224 }); 2237 });
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
index 5c2abd5..a5b1124 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
@@ -204,7 +204,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
204 // Is the sensor type is AGENT and not SCRIPTED then include agents 204 // Is the sensor type is AGENT and not SCRIPTED then include agents
205 if ((ts.type & AGENT) != 0 && (ts.type & SCRIPTED) == 0) 205 if ((ts.type & AGENT) != 0 && (ts.type & SCRIPTED) == 0)
206 { 206 {
207 sensedEntities.AddRange(doAgentSensor(ts)); 207 sensedEntities.AddRange(doAgentSensor(ts));
208 } 208 }
209 209
210 // If SCRIPTED or PASSIVE or ACTIVE check objects 210 // If SCRIPTED or PASSIVE or ACTIVE check objects
@@ -309,6 +309,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
309 // in mouselook. 309 // in mouselook.
310 310
311 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.RootPart.AttachedAvatar); 311 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.RootPart.AttachedAvatar);
312 fromRegionPos = avatar.AbsolutePosition;
312 q = avatar.Rotation; 313 q = avatar.Rotation;
313 } 314 }
314 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 315 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
@@ -422,6 +423,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
422 SceneObjectPart SensePoint = ts.host; 423 SceneObjectPart SensePoint = ts.host;
423 Vector3 fromRegionPos = SensePoint.AbsolutePosition; 424 Vector3 fromRegionPos = SensePoint.AbsolutePosition;
424 Quaternion q = SensePoint.RotationOffset; 425 Quaternion q = SensePoint.RotationOffset;
426 if (SensePoint.ParentGroup.RootPart.IsAttachment)
427 {
428 // In attachments, the sensor cone always orients with the
429 // avatar rotation. This may include a nonzero elevation if
430 // in mouselook.
431
432 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.RootPart.AttachedAvatar);
433 fromRegionPos = avatar.AbsolutePosition;
434 q = avatar.Rotation;
435 }
425 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 436 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
426 LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r); 437 LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r);
427 double mag_fwd = LSL_Types.Vector3.Mag(forward_dir); 438 double mag_fwd = LSL_Types.Vector3.Mag(forward_dir);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
index eeb59d9..2fd33fe 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
@@ -109,25 +109,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
109 if (Timers.Count == 0) 109 if (Timers.Count == 0)
110 return; 110 return;
111 111
112 Dictionary<string, TimerClass>.ValueCollection tvals;
112 lock (TimerListLock) 113 lock (TimerListLock)
113 { 114 {
114 // Go through all timers 115 // Go through all timers
115 Dictionary<string, TimerClass>.ValueCollection tvals = Timers.Values; 116 tvals = Timers.Values;
116 foreach (TimerClass ts in tvals) 117 }
118
119 foreach (TimerClass ts in tvals)
120 {
121 // Time has passed?
122 if (ts.next < DateTime.Now.Ticks)
117 { 123 {
118 // Time has passed? 124 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next);
119 if (ts.next < DateTime.Now.Ticks) 125 // Add it to queue
120 { 126 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
121 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next); 127 new EventParams("timer", new Object[0],
122 // Add it to queue 128 new DetectParams[0]));
123 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID, 129 // set next interval
124 new EventParams("timer", new Object[0], 130
125 new DetectParams[0])); 131 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
126 // set next interval 132 ts.next = DateTime.Now.Ticks + ts.interval;
127
128 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
129 ts.next = DateTime.Now.Ticks + ts.interval;
130 }
131 } 133 }
132 } 134 }
133 } 135 }
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
index 78ee43c..c8f3623 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
@@ -81,7 +81,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
81 // Avatar Info Commands 81 // Avatar Info Commands
82 string osGetAgentIP(string agent); 82 string osGetAgentIP(string agent);
83 LSL_List osGetAgents(); 83 LSL_List osGetAgents();
84 84
85 // Teleport commands 85 // Teleport commands
86 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 86 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
87 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 87 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
index 9615315..943d7a2 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Diagnostics; //for [DebuggerNonUserCode]
30using System.Reflection; 31using System.Reflection;
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using OpenSim.Region.ScriptEngine.Shared; 33using OpenSim.Region.ScriptEngine.Shared;
@@ -132,6 +133,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
132 return (eventFlags); 133 return (eventFlags);
133 } 134 }
134 135
136 [DebuggerNonUserCode]
135 public void ExecuteEvent(string state, string FunctionName, object[] args) 137 public void ExecuteEvent(string state, string FunctionName, object[] args)
136 { 138 {
137 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory. 139 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory.
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
index 5da6bb9..6e8435d 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
@@ -279,6 +279,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
279 public const int CHANGED_REGION_START = 1024; //LL Changed the constant from CHANGED_REGION_RESTART 279 public const int CHANGED_REGION_START = 1024; //LL Changed the constant from CHANGED_REGION_RESTART
280 public const int CHANGED_MEDIA = 2048; 280 public const int CHANGED_MEDIA = 2048;
281 public const int CHANGED_ANIMATION = 16384; 281 public const int CHANGED_ANIMATION = 16384;
282 public const int CHANGED_POSITION = 32768;
282 public const int TYPE_INVALID = 0; 283 public const int TYPE_INVALID = 0;
283 public const int TYPE_INTEGER = 1; 284 public const int TYPE_INTEGER = 1;
284 public const int TYPE_FLOAT = 2; 285 public const int TYPE_FLOAT = 2;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
index 451163f..f14967e 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Diagnostics; //for [DebuggerNonUserCode]
29using System.Runtime.Remoting.Lifetime; 30using System.Runtime.Remoting.Lifetime;
30using System.Threading; 31using System.Threading;
31using System.Reflection; 32using System.Reflection;
@@ -309,6 +310,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
309 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel); 310 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel);
310 } 311 }
311 312
313 [DebuggerNonUserCode]
312 public void llDie() 314 public void llDie()
313 { 315 {
314 m_LSL_Functions.llDie(); 316 m_LSL_Functions.llDie();
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
index f8dbe03..8280ca5 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
@@ -72,5 +72,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
72 { 72 {
73 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target); 73 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target);
74 } 74 }
75
76 public LSL_List cmGetWindlightScene(LSL_List rules)
77 {
78 return m_LS_Functions.lsGetWindlightScene(rules);
79 }
80
81 public int cmSetWindlightScene(LSL_List rules)
82 {
83 return m_LS_Functions.lsSetWindlightScene(rules);
84 }
85
86 public int cmSetWindlightSceneTargeted(LSL_List rules, key target)
87 {
88 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target);
89 }
75 } 90 }
76} 91}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
index edbbc2a..b138da3 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
@@ -33,6 +33,7 @@ using System.Threading;
33using System.Reflection; 33using System.Reflection;
34using System.Collections; 34using System.Collections;
35using System.Collections.Generic; 35using System.Collections.Generic;
36using System.Diagnostics; //for [DebuggerNonUserCode]
36using OpenSim.Region.ScriptEngine.Interfaces; 37using OpenSim.Region.ScriptEngine.Interfaces;
37using OpenSim.Region.ScriptEngine.Shared; 38using OpenSim.Region.ScriptEngine.Shared;
38using OpenSim.Region.ScriptEngine.Shared.Api.Runtime; 39using OpenSim.Region.ScriptEngine.Shared.Api.Runtime;
@@ -90,6 +91,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
90 return (int)m_Executor.GetStateEventFlags(state); 91 return (int)m_Executor.GetStateEventFlags(state);
91 } 92 }
92 93
94 [DebuggerNonUserCode]
93 public void ExecuteEvent(string state, string FunctionName, object[] args) 95 public void ExecuteEvent(string state, string FunctionName, object[] args)
94 { 96 {
95 m_Executor.ExecuteEvent(state, FunctionName, args); 97 m_Executor.ExecuteEvent(state, FunctionName, args);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
index 6663aa5..b4da246 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.IO; 29using System.IO;
30using System.Diagnostics; //for [DebuggerNonUserCode]
30using System.Runtime.Remoting; 31using System.Runtime.Remoting;
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using System.Threading; 33using System.Threading;
@@ -238,13 +239,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
238 239
239 if (part != null) 240 if (part != null)
240 { 241 {
241 lock (part.TaskInventory) 242 part.TaskInventory.LockItemsForRead(true);
243 if (part.TaskInventory.ContainsKey(m_ItemID))
242 { 244 {
243 if (part.TaskInventory.ContainsKey(m_ItemID)) 245 m_thisScriptTask = part.TaskInventory[m_ItemID];
244 {
245 m_thisScriptTask = part.TaskInventory[m_ItemID];
246 }
247 } 246 }
247 part.TaskInventory.LockItemsForRead(false);
248 } 248 }
249 249
250 ApiManager am = new ApiManager(); 250 ApiManager am = new ApiManager();
@@ -429,14 +429,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
429 { 429 {
430 int permsMask; 430 int permsMask;
431 UUID permsGranter; 431 UUID permsGranter;
432 lock (part.TaskInventory) 432 part.TaskInventory.LockItemsForRead(true);
433 if (!part.TaskInventory.ContainsKey(m_ItemID))
433 { 434 {
434 if (!part.TaskInventory.ContainsKey(m_ItemID)) 435 part.TaskInventory.LockItemsForRead(false);
435 return; 436 return;
436
437 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
438 permsMask = part.TaskInventory[m_ItemID].PermsMask;
439 } 437 }
438 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
439 permsMask = part.TaskInventory[m_ItemID].PermsMask;
440 part.TaskInventory.LockItemsForRead(false);
440 441
441 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0) 442 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0)
442 { 443 {
@@ -545,6 +546,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
545 return true; 546 return true;
546 } 547 }
547 548
549 [DebuggerNonUserCode] //Prevents the debugger from farting in this function
548 public void SetState(string state) 550 public void SetState(string state)
549 { 551 {
550 if (state == State) 552 if (state == State)
@@ -556,7 +558,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
556 new DetectParams[0])); 558 new DetectParams[0]));
557 PostEvent(new EventParams("state_entry", new Object[0], 559 PostEvent(new EventParams("state_entry", new Object[0],
558 new DetectParams[0])); 560 new DetectParams[0]));
559 561
560 throw new EventAbortException(); 562 throw new EventAbortException();
561 } 563 }
562 564
@@ -639,14 +641,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
639 /// <returns></returns> 641 /// <returns></returns>
640 public object EventProcessor() 642 public object EventProcessor()
641 { 643 {
642 if (m_Suspended) 644 EventParams data = null;
643 return 0;
644 645
645 lock (m_Script) 646 lock (m_EventQueue)
646 { 647 {
647 EventParams data = null; 648 if (m_Suspended)
649 return 0;
648 650
649 lock (m_EventQueue) 651 lock (m_Script)
650 { 652 {
651 data = (EventParams) m_EventQueue.Dequeue(); 653 data = (EventParams) m_EventQueue.Dequeue();
652 if (data == null) // Shouldn't happen 654 if (data == null) // Shouldn't happen
@@ -672,6 +674,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
672 if (data.EventName == "collision") 674 if (data.EventName == "collision")
673 m_CollisionInQueue = false; 675 m_CollisionInQueue = false;
674 } 676 }
677 }
678 lock(m_Script)
679 {
675 680
676 //m_log.DebugFormat("[XENGINE]: Processing event {0} for {1}", data.EventName, this); 681 //m_log.DebugFormat("[XENGINE]: Processing event {0} for {1}", data.EventName, this);
677 682
@@ -828,6 +833,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
828 new Object[0], new DetectParams[0])); 833 new Object[0], new DetectParams[0]));
829 } 834 }
830 835
836 [DebuggerNonUserCode] //Stops the VS debugger from farting in this function
831 public void ApiResetScript() 837 public void ApiResetScript()
832 { 838 {
833 // bool running = Running; 839 // bool running = Running;
diff --git a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
index 91e03ac..a3a2fdf 100644
--- a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
@@ -83,19 +83,19 @@ namespace OpenSim.Region.ScriptEngine.Shared
83 83
84 public override string ToString() 84 public override string ToString()
85 { 85 {
86 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", x, y, z); 86 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", x, y, z);
87 return s; 87 return s;
88 } 88 }
89 89
90 public static explicit operator LSLString(Vector3 vec) 90 public static explicit operator LSLString(Vector3 vec)
91 { 91 {
92 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", vec.x, vec.y, vec.z); 92 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", vec.x, vec.y, vec.z);
93 return new LSLString(s); 93 return new LSLString(s);
94 } 94 }
95 95
96 public static explicit operator string(Vector3 vec) 96 public static explicit operator string(Vector3 vec)
97 { 97 {
98 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", vec.x, vec.y, vec.z); 98 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", vec.x, vec.y, vec.z);
99 return s; 99 return s;
100 } 100 }
101 101
@@ -342,19 +342,19 @@ namespace OpenSim.Region.ScriptEngine.Shared
342 342
343 public override string ToString() 343 public override string ToString()
344 { 344 {
345 string st=String.Format(Culture.FormatProvider, "<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", x, y, z, s); 345 string st=String.Format(Culture.FormatProvider, "<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", x, y, z, s);
346 return st; 346 return st;
347 } 347 }
348 348
349 public static explicit operator string(Quaternion r) 349 public static explicit operator string(Quaternion r)
350 { 350 {
351 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", r.x, r.y, r.z, r.s); 351 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", r.x, r.y, r.z, r.s);
352 return s; 352 return s;
353 } 353 }
354 354
355 public static explicit operator LSLString(Quaternion r) 355 public static explicit operator LSLString(Quaternion r)
356 { 356 {
357 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", r.x, r.y, r.z, r.s); 357 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", r.x, r.y, r.z, r.s);
358 return new LSLString(s); 358 return new LSLString(s);
359 } 359 }
360 360
@@ -613,24 +613,16 @@ namespace OpenSim.Region.ScriptEngine.Shared
613 613
614 public static bool operator ==(list a, list b) 614 public static bool operator ==(list a, list b)
615 { 615 {
616 int la = -1; 616 int la = a.Length;
617 int lb = -1; 617 int lb = b.Length;
618 try { la = a.Length; }
619 catch (NullReferenceException) { }
620 try { lb = b.Length; }
621 catch (NullReferenceException) { }
622 618
623 return la == lb; 619 return la == lb;
624 } 620 }
625 621
626 public static bool operator !=(list a, list b) 622 public static bool operator !=(list a, list b)
627 { 623 {
628 int la = -1; 624 int la = a.Length;
629 int lb = -1; 625 int lb = b.Length;
630 try { la = a.Length; }
631 catch (NullReferenceException) { }
632 try {lb = b.Length;}
633 catch (NullReferenceException) { }
634 626
635 return la != lb; 627 return la != lb;
636 } 628 }
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index 8102acd..e5e8a56 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
@@ -30,6 +30,7 @@ using System.IO;
30using System.Threading; 30using System.Threading;
31using System.Collections; 31using System.Collections;
32using System.Collections.Generic; 32using System.Collections.Generic;
33using System.Diagnostics; //for [DebuggerNonUserCode]
33using System.Security; 34using System.Security;
34using System.Security.Policy; 35using System.Security.Policy;
35using System.Reflection; 36using System.Reflection;
@@ -102,6 +103,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
102 private Dictionary<UUID, IScriptInstance> m_Scripts = 103 private Dictionary<UUID, IScriptInstance> m_Scripts =
103 new Dictionary<UUID, IScriptInstance>(); 104 new Dictionary<UUID, IScriptInstance>();
104 105
106 private OpenMetaverse.ReaderWriterLockSlim m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
107
105 // Maps the asset ID to the assembly 108 // Maps the asset ID to the assembly
106 109
107 private Dictionary<UUID, string> m_Assemblies = 110 private Dictionary<UUID, string> m_Assemblies =
@@ -124,6 +127,71 @@ namespace OpenSim.Region.ScriptEngine.XEngine
124 IWorkItemResult m_CurrentCompile = null; 127 IWorkItemResult m_CurrentCompile = null;
125 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>(); 128 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>();
126 129
130 private void lockScriptsForRead(bool locked)
131 {
132 if (locked)
133 {
134 if (m_scriptsLock.RecursiveReadCount > 0)
135 {
136 m_log.Error("[XEngine.m_Scripts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
137 m_scriptsLock.ExitReadLock();
138 }
139 if (m_scriptsLock.RecursiveWriteCount > 0)
140 {
141 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
142 m_scriptsLock.ExitWriteLock();
143 }
144
145 while (!m_scriptsLock.TryEnterReadLock(60000))
146 {
147 m_log.Error("[XEngine.m_Scripts] Thread lock detected while trying to aquire READ lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
148 if (m_scriptsLock.IsWriteLockHeld)
149 {
150 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
151 }
152 }
153 }
154 else
155 {
156 if (m_scriptsLock.RecursiveReadCount > 0)
157 {
158 m_scriptsLock.ExitReadLock();
159 }
160 }
161 }
162 private void lockScriptsForWrite(bool locked)
163 {
164 if (locked)
165 {
166 if (m_scriptsLock.RecursiveReadCount > 0)
167 {
168 m_log.Error("[XEngine.m_Scripts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
169 m_scriptsLock.ExitReadLock();
170 }
171 if (m_scriptsLock.RecursiveWriteCount > 0)
172 {
173 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
174 m_scriptsLock.ExitWriteLock();
175 }
176
177 while (!m_scriptsLock.TryEnterWriteLock(60000))
178 {
179 m_log.Error("[XEngine.m_Scripts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
180 if (m_scriptsLock.IsWriteLockHeld)
181 {
182 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
183 }
184 }
185 }
186 else
187 {
188 if (m_scriptsLock.RecursiveWriteCount > 0)
189 {
190 m_scriptsLock.ExitWriteLock();
191 }
192 }
193 }
194
127 public string ScriptEngineName 195 public string ScriptEngineName
128 { 196 {
129 get { return "XEngine"; } 197 get { return "XEngine"; }
@@ -263,43 +331,45 @@ namespace OpenSim.Region.ScriptEngine.XEngine
263 331
264 public void RemoveRegion(Scene scene) 332 public void RemoveRegion(Scene scene)
265 { 333 {
266 lock (m_Scripts) 334 lockScriptsForRead(true);
335 foreach (IScriptInstance instance in m_Scripts.Values)
267 { 336 {
268 foreach (IScriptInstance instance in m_Scripts.Values) 337 // Force a final state save
338 //
339 if (m_Assemblies.ContainsKey(instance.AssetID))
269 { 340 {
270 // Force a final state save 341 string assembly = m_Assemblies[instance.AssetID];
271 // 342 instance.SaveState(assembly);
272 if (m_Assemblies.ContainsKey(instance.AssetID)) 343 }
273 {
274 string assembly = m_Assemblies[instance.AssetID];
275 instance.SaveState(assembly);
276 }
277 344
278 // Clear the event queue and abort the instance thread 345 // Clear the event queue and abort the instance thread
279 // 346 //
280 instance.ClearQueue(); 347 instance.ClearQueue();
281 instance.Stop(0); 348 instance.Stop(0);
282 349
283 // Release events, timer, etc 350 // Release events, timer, etc
284 // 351 //
285 instance.DestroyScriptInstance(); 352 instance.DestroyScriptInstance();
286 353
287 // Unload scripts and app domains 354 // Unload scripts and app domains
288 // Must be done explicitly because they have infinite 355 // Must be done explicitly because they have infinite
289 // lifetime 356 // lifetime
290 // 357 //
291 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID); 358 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
292 if (m_DomainScripts[instance.AppDomain].Count == 0) 359 if (m_DomainScripts[instance.AppDomain].Count == 0)
293 { 360 {
294 m_DomainScripts.Remove(instance.AppDomain); 361 m_DomainScripts.Remove(instance.AppDomain);
295 UnloadAppDomain(instance.AppDomain); 362 UnloadAppDomain(instance.AppDomain);
296 }
297 } 363 }
298 m_Scripts.Clear();
299 m_PrimObjects.Clear();
300 m_Assemblies.Clear();
301 m_DomainScripts.Clear();
302 } 364 }
365 lockScriptsForRead(false);
366 lockScriptsForWrite(true);
367 m_Scripts.Clear();
368 lockScriptsForWrite(false);
369 m_PrimObjects.Clear();
370 m_Assemblies.Clear();
371 m_DomainScripts.Clear();
372
303 lock (m_ScriptEngines) 373 lock (m_ScriptEngines)
304 { 374 {
305 m_ScriptEngines.Remove(this); 375 m_ScriptEngines.Remove(this);
@@ -358,22 +428,20 @@ namespace OpenSim.Region.ScriptEngine.XEngine
358 428
359 List<IScriptInstance> instances = new List<IScriptInstance>(); 429 List<IScriptInstance> instances = new List<IScriptInstance>();
360 430
361 lock (m_Scripts) 431 lockScriptsForRead(true);
362 { 432 foreach (IScriptInstance instance in m_Scripts.Values)
363 foreach (IScriptInstance instance in m_Scripts.Values)
364 instances.Add(instance); 433 instances.Add(instance);
365 } 434 lockScriptsForRead(false);
366 435
367 foreach (IScriptInstance i in instances) 436 foreach (IScriptInstance i in instances)
368 { 437 {
369 string assembly = String.Empty; 438 string assembly = String.Empty;
370 439
371 lock (m_Scripts) 440
372 {
373 if (!m_Assemblies.ContainsKey(i.AssetID)) 441 if (!m_Assemblies.ContainsKey(i.AssetID))
374 continue; 442 continue;
375 assembly = m_Assemblies[i.AssetID]; 443 assembly = m_Assemblies[i.AssetID];
376 } 444
377 445
378 i.SaveState(assembly); 446 i.SaveState(assembly);
379 } 447 }
@@ -702,92 +770,95 @@ namespace OpenSim.Region.ScriptEngine.XEngine
702 } 770 }
703 771
704 ScriptInstance instance = null; 772 ScriptInstance instance = null;
705 lock (m_Scripts) 773 // Create the object record
774 lockScriptsForRead(true);
775 if ((!m_Scripts.ContainsKey(itemID)) ||
776 (m_Scripts[itemID].AssetID != assetID))
706 { 777 {
707 // Create the object record 778 lockScriptsForRead(false);
708 779
709 if ((!m_Scripts.ContainsKey(itemID)) || 780 UUID appDomain = assetID;
710 (m_Scripts[itemID].AssetID != assetID))
711 {
712 UUID appDomain = assetID;
713 781
714 if (part.ParentGroup.IsAttachment) 782 if (part.ParentGroup.IsAttachment)
715 appDomain = part.ParentGroup.RootPart.UUID; 783 appDomain = part.ParentGroup.RootPart.UUID;
716 784
717 if (!m_AppDomains.ContainsKey(appDomain)) 785 if (!m_AppDomains.ContainsKey(appDomain))
786 {
787 try
718 { 788 {
719 try 789 AppDomainSetup appSetup = new AppDomainSetup();
720 { 790 // appSetup.ApplicationBase = Path.Combine(
721 AppDomainSetup appSetup = new AppDomainSetup(); 791 // "ScriptEngines",
722// appSetup.ApplicationBase = Path.Combine( 792 // m_Scene.RegionInfo.RegionID.ToString());
723// "ScriptEngines", 793
724// m_Scene.RegionInfo.RegionID.ToString()); 794 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence;
725 795 Evidence evidence = new Evidence(baseEvidence);
726 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence; 796
727 Evidence evidence = new Evidence(baseEvidence); 797 AppDomain sandbox;
728 798 if (m_AppDomainLoading)
729 AppDomain sandbox; 799 sandbox = AppDomain.CreateDomain(
730 if (m_AppDomainLoading) 800 m_Scene.RegionInfo.RegionID.ToString(),
731 sandbox = AppDomain.CreateDomain( 801 evidence, appSetup);
732 m_Scene.RegionInfo.RegionID.ToString(), 802 else
733 evidence, appSetup); 803 sandbox = AppDomain.CurrentDomain;
734 else 804
735 sandbox = AppDomain.CurrentDomain; 805 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
736 806 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
737 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel(); 807 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
738 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition(); 808 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
739 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet"); 809 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
740 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet); 810 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
741 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement); 811 //sandbox.SetAppDomainPolicy(sandboxPolicy);
742 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup; 812
743 //sandbox.SetAppDomainPolicy(sandboxPolicy); 813 m_AppDomains[appDomain] = sandbox;
744 814
745 m_AppDomains[appDomain] = sandbox; 815 m_AppDomains[appDomain].AssemblyResolve +=
746 816 new ResolveEventHandler(
747 m_AppDomains[appDomain].AssemblyResolve += 817 AssemblyResolver.OnAssemblyResolve);
748 new ResolveEventHandler( 818 m_DomainScripts[appDomain] = new List<UUID>();
749 AssemblyResolver.OnAssemblyResolve); 819 }
750 m_DomainScripts[appDomain] = new List<UUID>(); 820 catch (Exception e)
751 } 821 {
752 catch (Exception e) 822 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
823 m_ScriptErrorMessage += "Exception creating app domain:\n";
824 m_ScriptFailCount++;
825 lock (m_AddingAssemblies)
753 { 826 {
754 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString()); 827 m_AddingAssemblies[assembly]--;
755 m_ScriptErrorMessage += "Exception creating app domain:\n";
756 m_ScriptFailCount++;
757 lock (m_AddingAssemblies)
758 {
759 m_AddingAssemblies[assembly]--;
760 }
761 return false;
762 } 828 }
829 return false;
763 } 830 }
764 m_DomainScripts[appDomain].Add(itemID); 831 }
765 832 m_DomainScripts[appDomain].Add(itemID);
766 instance = new ScriptInstance(this, part, 833
767 itemID, assetID, assembly, 834 instance = new ScriptInstance(this, part,
768 m_AppDomains[appDomain], 835 itemID, assetID, assembly,
769 part.ParentGroup.RootPart.Name, 836 m_AppDomains[appDomain],
770 item.Name, startParam, postOnRez, 837 part.ParentGroup.RootPart.Name,
771 stateSource, m_MaxScriptQueue); 838 item.Name, startParam, postOnRez,
772 839 stateSource, m_MaxScriptQueue);
773 m_log.DebugFormat( 840
841 m_log.DebugFormat(
774 "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}", 842 "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}",
775 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID, 843 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID,
776 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName); 844 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
777 845
778 if (presence != null) 846 if (presence != null)
779 { 847 {
780 ShowScriptSaveResponse(item.OwnerID, 848 ShowScriptSaveResponse(item.OwnerID,
781 assetID, "Compile successful", true); 849 assetID, "Compile successful", true);
782 }
783
784 instance.AppDomain = appDomain;
785 instance.LineMap = linemap;
786
787 m_Scripts[itemID] = instance;
788 } 850 }
789 }
790 851
852 instance.AppDomain = appDomain;
853 instance.LineMap = linemap;
854 lockScriptsForWrite(true);
855 m_Scripts[itemID] = instance;
856 lockScriptsForWrite(false);
857 }
858 else
859 {
860 lockScriptsForRead(false);
861 }
791 lock (m_PrimObjects) 862 lock (m_PrimObjects)
792 { 863 {
793 if (!m_PrimObjects.ContainsKey(localID)) 864 if (!m_PrimObjects.ContainsKey(localID))
@@ -806,9 +877,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
806 m_AddingAssemblies[assembly]--; 877 m_AddingAssemblies[assembly]--;
807 } 878 }
808 879
809 if (instance != null) 880 if (instance!=null)
810 instance.Init(); 881 instance.Init();
811 882
812 return true; 883 return true;
813 } 884 }
814 885
@@ -821,20 +892,23 @@ namespace OpenSim.Region.ScriptEngine.XEngine
821 m_CompileDict.Remove(itemID); 892 m_CompileDict.Remove(itemID);
822 } 893 }
823 894
824 IScriptInstance instance = null; 895 lockScriptsForRead(true);
825 896 // Do we even have it?
826 lock (m_Scripts) 897 if (!m_Scripts.ContainsKey(itemID))
827 { 898 {
828 // Do we even have it? 899 lockScriptsForRead(false);
829 if (!m_Scripts.ContainsKey(itemID)) 900 return;
830 return;
831
832 instance=m_Scripts[itemID];
833 m_Scripts.Remove(itemID);
834 } 901 }
902
835 903
904 IScriptInstance instance=m_Scripts[itemID];
905 lockScriptsForRead(false);
906 lockScriptsForWrite(true);
907 m_Scripts.Remove(itemID);
908 lockScriptsForWrite(false);
836 instance.ClearQueue(); 909 instance.ClearQueue();
837 instance.Stop(0); 910 instance.Stop(0);
911
838// bool objectRemoved = false; 912// bool objectRemoved = false;
839 913
840 lock (m_PrimObjects) 914 lock (m_PrimObjects)
@@ -870,11 +944,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
870 ObjectRemoved handlerObjectRemoved = OnObjectRemoved; 944 ObjectRemoved handlerObjectRemoved = OnObjectRemoved;
871 if (handlerObjectRemoved != null) 945 if (handlerObjectRemoved != null)
872 { 946 {
873 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID); 947 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
874 handlerObjectRemoved(part.UUID); 948 handlerObjectRemoved(part.UUID);
875 } 949 }
876 950
877 951 CleanAssemblies();
952
878 ScriptRemoved handlerScriptRemoved = OnScriptRemoved; 953 ScriptRemoved handlerScriptRemoved = OnScriptRemoved;
879 if (handlerScriptRemoved != null) 954 if (handlerScriptRemoved != null)
880 handlerScriptRemoved(itemID); 955 handlerScriptRemoved(itemID);
@@ -1016,7 +1091,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1016 return false; 1091 return false;
1017 1092
1018 uuids = m_PrimObjects[localID]; 1093 uuids = m_PrimObjects[localID];
1019 } 1094
1020 1095
1021 foreach (UUID itemID in uuids) 1096 foreach (UUID itemID in uuids)
1022 { 1097 {
@@ -1034,6 +1109,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1034 result = true; 1109 result = true;
1035 } 1110 }
1036 } 1111 }
1112 }
1037 1113
1038 return result; 1114 return result;
1039 } 1115 }
@@ -1133,12 +1209,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1133 private IScriptInstance GetInstance(UUID itemID) 1209 private IScriptInstance GetInstance(UUID itemID)
1134 { 1210 {
1135 IScriptInstance instance; 1211 IScriptInstance instance;
1136 lock (m_Scripts) 1212 lockScriptsForRead(true);
1213 if (!m_Scripts.ContainsKey(itemID))
1137 { 1214 {
1138 if (!m_Scripts.ContainsKey(itemID)) 1215 lockScriptsForRead(false);
1139 return null; 1216 return null;
1140 instance = m_Scripts[itemID];
1141 } 1217 }
1218 instance = m_Scripts[itemID];
1219 lockScriptsForRead(false);
1142 return instance; 1220 return instance;
1143 } 1221 }
1144 1222
@@ -1162,6 +1240,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1162 return false; 1240 return false;
1163 } 1241 }
1164 1242
1243 [DebuggerNonUserCode]
1165 public void ApiResetScript(UUID itemID) 1244 public void ApiResetScript(UUID itemID)
1166 { 1245 {
1167 IScriptInstance instance = GetInstance(itemID); 1246 IScriptInstance instance = GetInstance(itemID);
@@ -1213,6 +1292,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1213 return UUID.Zero; 1292 return UUID.Zero;
1214 } 1293 }
1215 1294
1295 [DebuggerNonUserCode]
1216 public void SetState(UUID itemID, string newState) 1296 public void SetState(UUID itemID, string newState)
1217 { 1297 {
1218 IScriptInstance instance = GetInstance(itemID); 1298 IScriptInstance instance = GetInstance(itemID);
@@ -1233,11 +1313,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1233 { 1313 {
1234 List<IScriptInstance> instances = new List<IScriptInstance>(); 1314 List<IScriptInstance> instances = new List<IScriptInstance>();
1235 1315
1236 lock (m_Scripts) 1316 lockScriptsForRead(true);
1237 { 1317 foreach (IScriptInstance instance in m_Scripts.Values)
1238 foreach (IScriptInstance instance in m_Scripts.Values)
1239 instances.Add(instance); 1318 instances.Add(instance);
1240 } 1319 lockScriptsForRead(false);
1241 1320
1242 foreach (IScriptInstance i in instances) 1321 foreach (IScriptInstance i in instances)
1243 { 1322 {