From 9359293b11dfd0db82ba3ce8110b0014afbde88f Mon Sep 17 00:00:00 2001 From: Dan Lake Date: Thu, 10 Nov 2011 15:20:21 -0800 Subject: Cleaned UpdatePermissions calls on SOP and SOG to eliminate redundant properties packet sends and so one part is not telling a different part what to do. That should be up to the SOG to manage permissions on its parts and notify clients when one of them changes. --- .../Region/Framework/Scenes/SceneObjectGroup.cs | 7 +++++- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 27 ++++++++-------------- 2 files changed, 15 insertions(+), 19 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 3fa6bb0..4355394 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -1873,7 +1873,7 @@ namespace OpenSim.Region.Framework.Scenes } /// - /// Send metadata about the root prim (name, description, sale price, etc.) to a client. + /// Send metadata about the root prim (name, description, sale price, permissions, etc.) to a client. /// /// public void SendPropertiesToClient(IClientAPI client) @@ -2481,6 +2481,11 @@ namespace OpenSim.Region.Framework.Scenes parts[i].UpdatePermissions(AgentID, field, localID, mask, addRemTF); HasGroupChanged = true; + + // Send the group's properties to all clients once all parts are updated + IClientAPI client; + if (Scene.TryGetClient(AgentID, out client)) + SendPropertiesToClient(client); } #endregion diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 4071159..ad60604 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -1338,22 +1338,6 @@ namespace OpenSim.Region.Framework.Scenes client.SendObjectPropertiesReply(this); } - /// - /// For the scene object group to which this part belongs, send that scene object's root part properties to a client. - /// - /// - private void SendRootPartPropertiesToClient(UUID AgentID) - { - m_parentGroup.Scene.ForEachClient(delegate(IClientAPI client) - { - // Ugly reference :( - if (client.AgentId == AgentID) - { - m_parentGroup.SendPropertiesToClient(client); - } - }); - } - // TODO: unused: // private void handleTimerAccounting(uint localID, double interval) // { @@ -4214,6 +4198,15 @@ namespace OpenSim.Region.Framework.Scenes } } + /// + /// Update permissions on the SOP. Should only be called from SOG.UpdatePermissions because the SOG + /// will handle the client notifications once all of its parts are updated. + /// + /// + /// + /// + /// + /// public void UpdatePermissions(UUID AgentID, byte field, uint localID, uint mask, byte addRemTF) { bool set = addRemTF == 1; @@ -4262,8 +4255,6 @@ namespace OpenSim.Region.Framework.Scenes } SendFullUpdateToAllClients(); - - SendRootPartPropertiesToClient(AgentID); } } -- cgit v1.1 From 0daece6f2b8c14f9de02aabfa136135161083bc2 Mon Sep 17 00:00:00 2001 From: Melanie Date: Thu, 10 Nov 2011 23:15:03 +0100 Subject: Fix turn left and turn right properly. Works for both built-ins and LSL AOs --- .../Framework/Scenes/Animation/ScenePresenceAnimator.cs | 17 +++++++++++------ OpenSim/Region/Framework/Scenes/ScenePresence.cs | 5 +++++ 2 files changed, 16 insertions(+), 6 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs index 05cdf61..4cf854e 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs @@ -180,12 +180,17 @@ namespace OpenSim.Region.Framework.Scenes.Animation 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); 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); 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); - //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; - //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; + bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; + bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; bool heldDown = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG; //bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY; //bool mouselook = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) == AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK; + if (heldForward || heldBack || heldLeft || heldRight || heldUp || heldDown) + { + heldTurnLeft = false; + heldTurnRight = false; + } // Direction in which the avatar is trying to move Vector3 move = Vector3.Zero; @@ -363,10 +368,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation // Not walking if (move.Z < 0) return "CROUCH"; -// else if (heldTurnLeft) -// return "TURNLEFT"; -// else if (heldTurnRight) -// return "TURNRIGHT"; + else if (heldTurnLeft) + return "TURNLEFT"; + else if (heldTurnRight) + return "TURNRIGHT"; else return "STAND"; } diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index e662492..fdf944b 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1387,6 +1387,11 @@ namespace OpenSim.Region.Framework.Scenes if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0) m_updateCount = UPDATE_COUNT; + // Make turning in place work + if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0 || + (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0) + m_updateCount = UPDATE_COUNT; + if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0) { StandUp(); -- cgit v1.1 From a5838cf0a689facd58bc17f11ed6c312ef541aab Mon Sep 17 00:00:00 2001 From: Melanie Date: Fri, 11 Nov 2011 00:28:12 +0000 Subject: Prevent linking objects while they are deeded. On unlinking deeded objects, set LastOwnerID properly so the parts cannot be transferred, circumventing no trans perms --- OpenSim/Region/Framework/Scenes/SceneGraph.cs | 23 +++++++++++++++++++---- 1 file changed, 19 insertions(+), 4 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index b2e5dc3..743fd50 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -1661,6 +1661,13 @@ namespace OpenSim.Region.Framework.Scenes /// protected internal void LinkObjects(SceneObjectPart root, List children) { + SceneObjectGroup parentGroup = root.ParentGroup; + if (parentGroup == null) return; + + // Cowardly refuse to link to a group owned root + if (parentGroup.OwnerID == parentGroup.GroupID) + return; + Monitor.Enter(m_updateLock); try { @@ -1683,11 +1690,14 @@ namespace OpenSim.Region.Framework.Scenes foreach (SceneObjectGroup child in childGroups) { - parentGroup.LinkToGroup(child); + if (parentGroup.OwnerID == child.OwnerID) + { + parentGroup.LinkToGroup(child); - // this is here so physics gets updated! - // Don't remove! Bad juju! Stay away! or fix physics! - child.AbsolutePosition = child.AbsolutePosition; + // this is here so physics gets updated! + // Don't remove! Bad juju! Stay away! or fix physics! + child.AbsolutePosition = child.AbsolutePosition; + } } // We need to explicitly resend the newly link prim's object properties since no other actions @@ -1725,9 +1735,14 @@ namespace OpenSim.Region.Framework.Scenes if (part.ParentGroup.PrimCount != 1) // Skip single { if (part.LinkNum < 2) // Root + { rootParts.Add(part); + } else + { + part.LastOwnerID = part.ParentGroup.RootPart.LastOwnerID; childParts.Add(part); + } SceneObjectGroup group = part.ParentGroup; if (!affectedGroups.Contains(group)) -- cgit v1.1 From 96c59156a729138d65d6e81ac5cc4b3814a2fe4e Mon Sep 17 00:00:00 2001 From: Dan Lake Date: Thu, 10 Nov 2011 17:21:37 -0800 Subject: In SOP, replaced many references to private members with the public properties --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 476 ++++++++++----------- 1 file changed, 233 insertions(+), 243 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index ad60604..4e1383c 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -257,7 +257,6 @@ namespace OpenSim.Region.Framework.Scenes private string m_touchName = String.Empty; private readonly Stack m_undo = new Stack(5); private readonly Stack m_redo = new Stack(5); - private UUID _creatorID; private bool m_passTouches; @@ -343,19 +342,14 @@ namespace OpenSim.Region.Framework.Scenes m_name = "Primitive"; Rezzed = DateTime.UtcNow; - _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); - _ownerID = ownerID; - _creatorID = _ownerID; - _lastOwnerID = UUID.Zero; + CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); + LastOwnerID = CreatorID = OwnerID = ownerID; UUID = UUID.Random(); Shape = shape; - // Todo: Add More Object Parameter from above! - _ownershipCost = 0; - _objectSaleType = 0; - _salePrice = 0; - _category = 0; - _lastOwnerID = _creatorID; - // End Todo: /// + OwnershipCost = 0; + ObjectSaleType = 0; + SalePrice = 0; + Category = 0; GroupPosition = groupPosition; OffsetPosition = offsetPosition; RotationOffset = rotationOffset; @@ -400,20 +394,15 @@ namespace OpenSim.Region.Framework.Scenes private DateTime m_expires; private DateTime m_rezzed; private bool m_createSelected = false; - private string m_creatorData = string.Empty; + private UUID _creatorID; public UUID CreatorID { - get - { - return _creatorID; - } - set - { - _creatorID = value; - } + get { return _creatorID; } + set { _creatorID = value; } } + private string m_creatorData = string.Empty; /// /// Data about the creator in the form profile_url;name /// @@ -432,16 +421,16 @@ namespace OpenSim.Region.Framework.Scenes { get { - if (m_creatorData != null && m_creatorData != string.Empty) - return _creatorID.ToString() + ';' + m_creatorData; + if (CreatorData != null && CreatorData != string.Empty) + return CreatorID.ToString() + ';' + CreatorData; else - return _creatorID.ToString(); + return CreatorID.ToString(); } set { if ((value == null) || (value != null && value == string.Empty)) { - m_creatorData = string.Empty; + CreatorData = string.Empty; return; } @@ -449,7 +438,7 @@ namespace OpenSim.Region.Framework.Scenes { UUID uuid = UUID.Zero; UUID.TryParse(value, out uuid); - _creatorID = uuid; + CreatorID = uuid; } else // [;[;name]] { @@ -459,14 +448,14 @@ namespace OpenSim.Region.Framework.Scenes { UUID uuid = UUID.Zero; UUID.TryParse(parts[0], out uuid); - _creatorID = uuid; + CreatorID = uuid; } if (parts.Length >= 2) - m_creatorData = parts[1]; + CreatorData = parts[1]; if (parts.Length >= 3) name = parts[2]; - m_creatorData += ';' + name; + CreatorData += ';' + name; } } @@ -684,14 +673,14 @@ namespace OpenSim.Region.Framework.Scenes { // If this is a linkset, we don't want the physics engine mucking up our group position here. PhysicsActor actor = PhysActor; - if (actor != null && _parentID == 0) + if (actor != null && ParentID == 0) { m_groupPosition = actor.Position; } - if (m_parentGroup.IsAttachment) + if (ParentGroup.IsAttachment) { - ScenePresence sp = m_parentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar); + ScenePresence sp = ParentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar); if (sp != null) return sp.AbsolutePosition; } @@ -708,7 +697,7 @@ namespace OpenSim.Region.Framework.Scenes try { // Root prim actually goes at Position - if (_parentID == 0) + if (ParentID == 0) { actor.Position = value; } @@ -720,7 +709,7 @@ namespace OpenSim.Region.Framework.Scenes } // Tell the physics engines that this prim changed. - m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); + ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); } catch (Exception e) { @@ -729,10 +718,10 @@ namespace OpenSim.Region.Framework.Scenes } // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too - if (m_sitTargetAvatar != UUID.Zero) + if (SitTargetAvatar != UUID.Zero) { ScenePresence avatar; - if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar)) + if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar)) { avatar.ParentPosition = GetWorldPosition(); } @@ -751,14 +740,14 @@ namespace OpenSim.Region.Framework.Scenes if (ParentGroup != null && !ParentGroup.IsDeleted) { PhysicsActor actor = PhysActor; - if (_parentID != 0 && actor != null) + if (ParentID != 0 && actor != null) { actor.Position = GetWorldPosition(); actor.Orientation = GetWorldRotation(); // Tell the physics engines that this prim changed. - if (m_parentGroup.Scene != null) - m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); + if (ParentGroup.Scene != null) + ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); } } } @@ -770,7 +759,7 @@ namespace OpenSim.Region.Framework.Scenes { if (IsRoot) { - if (m_parentGroup.IsAttachment) + if (ParentGroup.IsAttachment) return AttachedPos; else return AbsolutePosition; @@ -788,7 +777,7 @@ namespace OpenSim.Region.Framework.Scenes { // We don't want the physics engine mucking up the rotations in a linkset PhysicsActor actor = PhysActor; - if (_parentID == 0 && (Shape.PCode != 9 || Shape.State == 0) && actor != null) + if (ParentID == 0 && (Shape.PCode != 9 || Shape.State == 0) && actor != null) { if (actor.Orientation.X != 0f || actor.Orientation.Y != 0f || actor.Orientation.Z != 0f || actor.Orientation.W != 0f) @@ -818,7 +807,7 @@ namespace OpenSim.Region.Framework.Scenes try { // Root prim gets value directly - if (_parentID == 0) + if (ParentID == 0) { actor.Orientation = value; //m_log.Info("[PART]: RO1:" + actor.Orientation.ToString()); @@ -831,8 +820,8 @@ namespace OpenSim.Region.Framework.Scenes //m_log.Info("[PART]: RO2:" + actor.Orientation.ToString()); } - if (m_parentGroup != null) - m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); + if (ParentGroup != null) + ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); //} } catch (Exception ex) @@ -877,7 +866,7 @@ namespace OpenSim.Region.Framework.Scenes if (actor.IsPhysical) { actor.Velocity = value; - m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); + ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); } } } @@ -1012,9 +1001,9 @@ namespace OpenSim.Region.Framework.Scenes PhysicsActor actor = PhysActor; if (actor != null) { - if (m_parentGroup.Scene != null) + if (ParentGroup.Scene != null) { - if (m_parentGroup.Scene.PhysicsScene != null) + if (ParentGroup.Scene.PhysicsScene != null) { actor.Size = m_shape.Scale; @@ -1076,7 +1065,7 @@ namespace OpenSim.Region.Framework.Scenes { get { - if (m_parentGroup.IsAttachment) + if (ParentGroup.IsAttachment) return GroupPosition; return m_offsetPosition + m_groupPosition; @@ -1086,6 +1075,7 @@ namespace OpenSim.Region.Framework.Scenes public SceneObjectGroup ParentGroup { get { return m_parentGroup; } + private set { m_parentGroup = value; } } public scriptEvents ScriptEvents @@ -1388,7 +1378,7 @@ namespace OpenSim.Region.Framework.Scenes /// public void AddFullUpdateToAllAvatars() { - m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) + ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) { AddFullUpdateToAvatar(avatar); }); @@ -1415,7 +1405,7 @@ namespace OpenSim.Region.Framework.Scenes /// Terse updates public void AddTerseUpdateToAllAvatars() { - m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) + ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) { AddTerseUpdateToAvatar(avatar); }); @@ -1453,7 +1443,7 @@ namespace OpenSim.Region.Framework.Scenes if (volume < 0) volume = 0; - m_parentGroup.Scene.ForEachRootClient(delegate(IClientAPI client) + ParentGroup.Scene.ForEachRootClient(delegate(IClientAPI client) { client.SendAttachedSoundGainChange(UUID, (float)volume); }); @@ -1479,9 +1469,9 @@ namespace OpenSim.Region.Framework.Scenes impulse = newimpulse; } - if (m_parentGroup != null) + if (ParentGroup != null) { - m_parentGroup.applyImpulse(impulse); + ParentGroup.applyImpulse(impulse); } } @@ -1505,7 +1495,7 @@ namespace OpenSim.Region.Framework.Scenes impulse = newimpulse; } - m_parentGroup.applyAngularImpulse(impulse); + ParentGroup.applyAngularImpulse(impulse); } /// @@ -1528,7 +1518,7 @@ namespace OpenSim.Region.Framework.Scenes impulse = newimpulse; } - m_parentGroup.setAngularImpulse(impulse); + ParentGroup.setAngularImpulse(impulse); } /// @@ -1560,11 +1550,11 @@ namespace OpenSim.Region.Framework.Scenes // The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition // or flexible - if (!isPhantom && !m_parentGroup.IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) + if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible)) { try { - PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( + PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape( string.Format("{0}/{1}", Name, UUID), Shape, AbsolutePosition, @@ -1631,8 +1621,8 @@ namespace OpenSim.Region.Framework.Scenes if (!userExposed) dupe.PhysActor = null; - dupe._ownerID = AgentID; - dupe._groupID = GroupID; + dupe.OwnerID = AgentID; + dupe.GroupID = GroupID; dupe.GroupPosition = GroupPosition; dupe.OffsetPosition = OffsetPosition; dupe.RotationOffset = RotationOffset; @@ -1641,10 +1631,10 @@ namespace OpenSim.Region.Framework.Scenes dupe.AngularVelocity = new Vector3(0, 0, 0); dupe.Flags = Flags; - dupe._ownershipCost = _ownershipCost; - dupe._objectSaleType = _objectSaleType; - dupe._salePrice = _salePrice; - dupe._category = _category; + dupe.OwnershipCost = OwnershipCost; + dupe.ObjectSaleType = ObjectSaleType; + dupe.SalePrice = SalePrice; + dupe.Category = Category; dupe.m_rezzed = m_rezzed; dupe.m_inventory = new SceneObjectPartInventory(dupe); @@ -1663,7 +1653,7 @@ namespace OpenSim.Region.Framework.Scenes // Move afterwards ResetIDs as it clears the localID dupe.LocalId = localID; // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. - dupe._lastOwnerID = OwnerID; + dupe.LastOwnerID = OwnerID; byte[] extraP = new byte[Shape.ExtraParams.Length]; Array.Copy(Shape.ExtraParams, extraP, extraP.Length); @@ -1750,7 +1740,7 @@ namespace OpenSim.Region.Framework.Scenes } } - SceneObjectPart trackedBody = m_parentGroup.Scene.GetSceneObjectPart(trackedBodyName); // FIXME: causes a sequential lookup + SceneObjectPart trackedBody = ParentGroup.Scene.GetSceneObjectPart(trackedBodyName); // FIXME: causes a sequential lookup Quaternion localRotation = Quaternion.Identity; if (trackedBody != null) { @@ -1763,7 +1753,7 @@ namespace OpenSim.Region.Framework.Scenes PhysicsJoint joint; - joint = m_parentGroup.Scene.PhysicsScene.RequestJointCreation(Name, jointType, + joint = ParentGroup.Scene.PhysicsScene.RequestJointCreation(Name, jointType, AbsolutePosition, this.RotationOffset, Description, @@ -1788,7 +1778,7 @@ namespace OpenSim.Region.Framework.Scenes else { // here we turn off the joint object, so remove the joint from the physics scene - m_parentGroup.Scene.PhysicsScene.RequestJointDeletion(Name); // FIXME: what if the name changed? + ParentGroup.Scene.PhysicsScene.RequestJointDeletion(Name); // FIXME: what if the name changed? // make sure client isn't interpolating the joint proxy object Velocity = Vector3.Zero; @@ -1830,7 +1820,7 @@ namespace OpenSim.Region.Framework.Scenes if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) { // destroy all joints connected to this now deactivated body - m_parentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(PhysActor); + ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(PhysActor); } // stop client-side interpolation of all joint proxy objects that have just been deleted @@ -1864,7 +1854,7 @@ namespace OpenSim.Region.Framework.Scenes PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; PhysActor.OnOutOfBounds += PhysicsOutOfBounds; - if (_parentID != 0 && _parentID != LocalId) + if (ParentID != 0 && ParentID != LocalId) { if (ParentGroup.RootPart.PhysActor != null) { @@ -1880,7 +1870,7 @@ namespace OpenSim.Region.Framework.Scenes if (Shape.SculptEntry) CheckSculptAndLoad(); else - m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); + ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); } } } @@ -1903,58 +1893,58 @@ namespace OpenSim.Region.Framework.Scenes public bool GetDieAtEdge() { - if (m_parentGroup.IsDeleted) + if (ParentGroup.IsDeleted) return false; - return m_parentGroup.RootPart.DIE_AT_EDGE; + return ParentGroup.RootPart.DIE_AT_EDGE; } public bool GetReturnAtEdge() { - if (m_parentGroup.IsDeleted) + if (ParentGroup.IsDeleted) return false; - return m_parentGroup.RootPart.RETURN_AT_EDGE; + return ParentGroup.RootPart.RETURN_AT_EDGE; } public void SetReturnAtEdge(bool p) { - if (m_parentGroup.IsDeleted) + if (ParentGroup.IsDeleted) return; - m_parentGroup.RootPart.RETURN_AT_EDGE = p; + ParentGroup.RootPart.RETURN_AT_EDGE = p; } public bool GetBlockGrab() { - if (m_parentGroup.IsDeleted) + if (ParentGroup.IsDeleted) return false; - return m_parentGroup.RootPart.BlockGrab; + return ParentGroup.RootPart.BlockGrab; } public void SetBlockGrab(bool p) { - if (m_parentGroup.IsDeleted) + if (ParentGroup.IsDeleted) return; - m_parentGroup.RootPart.BlockGrab = p; + ParentGroup.RootPart.BlockGrab = p; } public void SetStatusSandbox(bool p) { - if (m_parentGroup.IsDeleted) + if (ParentGroup.IsDeleted) return; - StatusSandboxPos = m_parentGroup.RootPart.AbsolutePosition; - m_parentGroup.RootPart.StatusSandbox = p; + StatusSandboxPos = ParentGroup.RootPart.AbsolutePosition; + ParentGroup.RootPart.StatusSandbox = p; } public bool GetStatusSandbox() { - if (m_parentGroup.IsDeleted) + if (ParentGroup.IsDeleted) return false; - return m_parentGroup.RootPart.StatusSandbox; + return ParentGroup.RootPart.StatusSandbox; } public int GetAxisRotation(int axis) @@ -2064,7 +2054,7 @@ namespace OpenSim.Region.Framework.Scenes { if (tau > 0) { - m_parentGroup.moveToTarget(target, tau); + ParentGroup.moveToTarget(target, tau); } else { @@ -2080,12 +2070,12 @@ namespace OpenSim.Region.Framework.Scenes /// Number of seconds over which to reach target public void SetHoverHeight(float height, PIDHoverType hoverType, float tau) { - m_parentGroup.SetHoverHeight(height, hoverType, tau); + ParentGroup.SetHoverHeight(height, hoverType, tau); } public void StopHover() { - m_parentGroup.SetHoverHeight(0f, PIDHoverType.Ground, 0f); + ParentGroup.SetHoverHeight(0f, PIDHoverType.Ground, 0f); } public virtual void OnGrab(Vector3 offsetPos, IClientAPI remoteClient) @@ -2136,7 +2126,7 @@ namespace OpenSim.Region.Framework.Scenes m_lastColliders.Remove(localID); } - if (m_parentGroup.IsDeleted) + if (ParentGroup.IsDeleted) return; // play the sound. @@ -2145,7 +2135,7 @@ namespace OpenSim.Region.Framework.Scenes SendSound(CollisionSound.ToString(), CollisionSoundVolume, true, (byte)0, 0, false, false); } - if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.collision_start) != 0) + if ((ParentGroup.RootPart.ScriptEvents & scriptEvents.collision_start) != 0) { // do event notification if (startedColliders.Count > 0) @@ -2156,30 +2146,30 @@ namespace OpenSim.Region.Framework.Scenes { if (localId == 0) continue; - - if (m_parentGroup.Scene == null) + + if (ParentGroup.Scene == null) return; - - SceneObjectPart obj = m_parentGroup.Scene.GetSceneObjectPart(localId); + + SceneObjectPart obj = ParentGroup.Scene.GetSceneObjectPart(localId); string data = ""; if (obj != null) { - if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.UUID.ToString()) - || m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.Name)) + if (ParentGroup.RootPart.CollisionFilter.ContainsValue(obj.UUID.ToString()) + || ParentGroup.RootPart.CollisionFilter.ContainsValue(obj.Name)) { - bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1,out data); + bool found = ParentGroup.RootPart.CollisionFilter.TryGetValue(1, out data); //If it is 1, it is to accept ONLY collisions from this object if (found) { DetectedObject detobj = new DetectedObject(); detobj.keyUUID = obj.UUID; detobj.nameStr = obj.Name; - detobj.ownerUUID = obj._ownerID; + detobj.ownerUUID = obj.OwnerID; detobj.posVector = obj.AbsolutePosition; detobj.rotQuat = obj.GetWorldRotation(); detobj.velVector = obj.Velocity; detobj.colliderType = 0; - detobj.groupUUID = obj._groupID; + detobj.groupUUID = obj.GroupID; colliding.Add(detobj); } //If it is 0, it is to not accept collisions from this object @@ -2189,33 +2179,33 @@ namespace OpenSim.Region.Framework.Scenes } else { - bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1,out data); + bool found = ParentGroup.RootPart.CollisionFilter.TryGetValue(1, out data); //If it is 1, it is to accept ONLY collisions from this object, so this other object will not work if (!found) { DetectedObject detobj = new DetectedObject(); detobj.keyUUID = obj.UUID; detobj.nameStr = obj.Name; - detobj.ownerUUID = obj._ownerID; + detobj.ownerUUID = obj.OwnerID; detobj.posVector = obj.AbsolutePosition; detobj.rotQuat = obj.GetWorldRotation(); detobj.velVector = obj.Velocity; detobj.colliderType = 0; - detobj.groupUUID = obj._groupID; + detobj.groupUUID = obj.GroupID; colliding.Add(detobj); } } } else { - m_parentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence av) + ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence av) { if (av.LocalId == localId) { - if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.UUID.ToString()) - || m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.Name)) + if (ParentGroup.RootPart.CollisionFilter.ContainsValue(av.UUID.ToString()) + || ParentGroup.RootPart.CollisionFilter.ContainsValue(av.Name)) { - bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data); + bool found = ParentGroup.RootPart.CollisionFilter.TryGetValue(1, out data); //If it is 1, it is to accept ONLY collisions from this avatar if (found) { @@ -2237,7 +2227,7 @@ namespace OpenSim.Region.Framework.Scenes } else { - bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data); + bool found = ParentGroup.RootPart.CollisionFilter.TryGetValue(1, out data); //If it is 1, it is to accept ONLY collisions from this avatar, so this other avatar will not work if (!found) { @@ -2262,8 +2252,8 @@ namespace OpenSim.Region.Framework.Scenes if (colliding.Count > 0) { StartCollidingMessage.Colliders = colliding; - - if (m_parentGroup.Scene == null) + + if (ParentGroup.Scene == null) return; // if (m_parentGroup.PassCollision == true) @@ -2271,12 +2261,12 @@ namespace OpenSim.Region.Framework.Scenes // //TODO: Add pass to root prim! // } - m_parentGroup.Scene.EventManager.TriggerScriptCollidingStart(LocalId, StartCollidingMessage); + ParentGroup.Scene.EventManager.TriggerScriptCollidingStart(LocalId, StartCollidingMessage); } } } - - if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.collision) != 0) + + if ((ParentGroup.RootPart.ScriptEvents & scriptEvents.collision) != 0) { if (m_lastColliders.Count > 0) { @@ -2288,29 +2278,29 @@ namespace OpenSim.Region.Framework.Scenes if (localId == 0) continue; - if (m_parentGroup.Scene == null) + if (ParentGroup.Scene == null) return; - SceneObjectPart obj = m_parentGroup.Scene.GetSceneObjectPart(localId); + SceneObjectPart obj = ParentGroup.Scene.GetSceneObjectPart(localId); string data = ""; if (obj != null) { - if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.UUID.ToString()) - || m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.Name)) + if (ParentGroup.RootPart.CollisionFilter.ContainsValue(obj.UUID.ToString()) + || ParentGroup.RootPart.CollisionFilter.ContainsValue(obj.Name)) { - bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1,out data); + bool found = ParentGroup.RootPart.CollisionFilter.TryGetValue(1,out data); //If it is 1, it is to accept ONLY collisions from this object if (found) { DetectedObject detobj = new DetectedObject(); detobj.keyUUID = obj.UUID; detobj.nameStr = obj.Name; - detobj.ownerUUID = obj._ownerID; + detobj.ownerUUID = obj.OwnerID; detobj.posVector = obj.AbsolutePosition; detobj.rotQuat = obj.GetWorldRotation(); detobj.velVector = obj.Velocity; detobj.colliderType = 0; - detobj.groupUUID = obj._groupID; + detobj.groupUUID = obj.GroupID; colliding.Add(detobj); } //If it is 0, it is to not accept collisions from this object @@ -2320,33 +2310,33 @@ namespace OpenSim.Region.Framework.Scenes } else { - bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1,out data); + bool found = ParentGroup.RootPart.CollisionFilter.TryGetValue(1,out data); //If it is 1, it is to accept ONLY collisions from this object, so this other object will not work if (!found) { DetectedObject detobj = new DetectedObject(); detobj.keyUUID = obj.UUID; detobj.nameStr = obj.Name; - detobj.ownerUUID = obj._ownerID; + detobj.ownerUUID = obj.OwnerID; detobj.posVector = obj.AbsolutePosition; detobj.rotQuat = obj.GetWorldRotation(); detobj.velVector = obj.Velocity; detobj.colliderType = 0; - detobj.groupUUID = obj._groupID; + detobj.groupUUID = obj.GroupID; colliding.Add(detobj); } } } else { - m_parentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence av) + ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence av) { if (av.LocalId == localId) { - if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.UUID.ToString()) - || m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.Name)) + if (ParentGroup.RootPart.CollisionFilter.ContainsValue(av.UUID.ToString()) + || ParentGroup.RootPart.CollisionFilter.ContainsValue(av.Name)) { - bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data); + bool found = ParentGroup.RootPart.CollisionFilter.TryGetValue(1, out data); //If it is 1, it is to accept ONLY collisions from this avatar if (found) { @@ -2368,7 +2358,7 @@ namespace OpenSim.Region.Framework.Scenes } else { - bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data); + bool found = ParentGroup.RootPart.CollisionFilter.TryGetValue(1, out data); //If it is 1, it is to accept ONLY collisions from this avatar, so this other avatar will not work if (!found) { @@ -2393,15 +2383,15 @@ namespace OpenSim.Region.Framework.Scenes { CollidingMessage.Colliders = colliding; - if (m_parentGroup.Scene == null) + if (ParentGroup.Scene == null) return; - m_parentGroup.Scene.EventManager.TriggerScriptColliding(LocalId, CollidingMessage); + ParentGroup.Scene.EventManager.TriggerScriptColliding(LocalId, CollidingMessage); } } } - if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.collision_end) != 0) + if ((ParentGroup.RootPart.ScriptEvents & scriptEvents.collision_end) != 0) { if (endedColliders.Count > 0) { @@ -2412,28 +2402,28 @@ namespace OpenSim.Region.Framework.Scenes if (localId == 0) continue; - if (m_parentGroup.Scene == null) + if (ParentGroup.Scene == null) return; - SceneObjectPart obj = m_parentGroup.Scene.GetSceneObjectPart(localId); + SceneObjectPart obj = ParentGroup.Scene.GetSceneObjectPart(localId); string data = ""; if (obj != null) { - if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.UUID.ToString()) || m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.Name)) + if (ParentGroup.RootPart.CollisionFilter.ContainsValue(obj.UUID.ToString()) || ParentGroup.RootPart.CollisionFilter.ContainsValue(obj.Name)) { - bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1,out data); + bool found = ParentGroup.RootPart.CollisionFilter.TryGetValue(1,out data); //If it is 1, it is to accept ONLY collisions from this object if (found) { DetectedObject detobj = new DetectedObject(); detobj.keyUUID = obj.UUID; detobj.nameStr = obj.Name; - detobj.ownerUUID = obj._ownerID; + detobj.ownerUUID = obj.OwnerID; detobj.posVector = obj.AbsolutePosition; detobj.rotQuat = obj.GetWorldRotation(); detobj.velVector = obj.Velocity; detobj.colliderType = 0; - detobj.groupUUID = obj._groupID; + detobj.groupUUID = obj.GroupID; colliding.Add(detobj); } //If it is 0, it is to not accept collisions from this object @@ -2443,33 +2433,33 @@ namespace OpenSim.Region.Framework.Scenes } else { - bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1,out data); + bool found = ParentGroup.RootPart.CollisionFilter.TryGetValue(1,out data); //If it is 1, it is to accept ONLY collisions from this object, so this other object will not work if (!found) { DetectedObject detobj = new DetectedObject(); detobj.keyUUID = obj.UUID; detobj.nameStr = obj.Name; - detobj.ownerUUID = obj._ownerID; + detobj.ownerUUID = obj.OwnerID; detobj.posVector = obj.AbsolutePosition; detobj.rotQuat = obj.GetWorldRotation(); detobj.velVector = obj.Velocity; detobj.colliderType = 0; - detobj.groupUUID = obj._groupID; + detobj.groupUUID = obj.GroupID; colliding.Add(detobj); } } } else { - m_parentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence av) + ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence av) { if (av.LocalId == localId) { - if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.UUID.ToString()) - || m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.Name)) + if (ParentGroup.RootPart.CollisionFilter.ContainsValue(av.UUID.ToString()) + || ParentGroup.RootPart.CollisionFilter.ContainsValue(av.Name)) { - bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data); + bool found = ParentGroup.RootPart.CollisionFilter.TryGetValue(1, out data); //If it is 1, it is to accept ONLY collisions from this avatar if (found) { @@ -2491,7 +2481,7 @@ namespace OpenSim.Region.Framework.Scenes } else { - bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data); + bool found = ParentGroup.RootPart.CollisionFilter.TryGetValue(1, out data); //If it is 1, it is to accept ONLY collisions from this avatar, so this other avatar will not work if (!found) { @@ -2517,15 +2507,15 @@ namespace OpenSim.Region.Framework.Scenes { EndCollidingMessage.Colliders = colliding; - if (m_parentGroup.Scene == null) + if (ParentGroup.Scene == null) return; - m_parentGroup.Scene.EventManager.TriggerScriptCollidingEnd(LocalId, EndCollidingMessage); + ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd(LocalId, EndCollidingMessage); } } } - if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.land_collision_start) != 0) + if ((ParentGroup.RootPart.ScriptEvents & scriptEvents.land_collision_start) != 0) { if (startedColliders.Count > 0) { @@ -2540,7 +2530,7 @@ namespace OpenSim.Region.Framework.Scenes detobj.keyUUID = UUID.Zero; detobj.nameStr = ""; detobj.ownerUUID = UUID.Zero; - detobj.posVector = m_parentGroup.RootPart.AbsolutePosition; + detobj.posVector = ParentGroup.RootPart.AbsolutePosition; detobj.rotQuat = Quaternion.Identity; detobj.velVector = Vector3.Zero; detobj.colliderType = 0; @@ -2553,15 +2543,15 @@ namespace OpenSim.Region.Framework.Scenes { LandStartCollidingMessage.Colliders = colliding; - if (m_parentGroup.Scene == null) + if (ParentGroup.Scene == null) return; - m_parentGroup.Scene.EventManager.TriggerScriptLandCollidingStart(LocalId, LandStartCollidingMessage); + ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart(LocalId, LandStartCollidingMessage); } } } - if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.land_collision) != 0) + if ((ParentGroup.RootPart.ScriptEvents & scriptEvents.land_collision) != 0) { if (m_lastColliders.Count > 0) { @@ -2576,7 +2566,7 @@ namespace OpenSim.Region.Framework.Scenes detobj.keyUUID = UUID.Zero; detobj.nameStr = ""; detobj.ownerUUID = UUID.Zero; - detobj.posVector = m_parentGroup.RootPart.AbsolutePosition; + detobj.posVector = ParentGroup.RootPart.AbsolutePosition; detobj.rotQuat = Quaternion.Identity; detobj.velVector = Vector3.Zero; detobj.colliderType = 0; @@ -2589,15 +2579,15 @@ namespace OpenSim.Region.Framework.Scenes { LandCollidingMessage.Colliders = colliding; - if (m_parentGroup.Scene == null) + if (ParentGroup.Scene == null) return; - m_parentGroup.Scene.EventManager.TriggerScriptLandColliding(LocalId, LandCollidingMessage); + ParentGroup.Scene.EventManager.TriggerScriptLandColliding(LocalId, LandCollidingMessage); } } } - if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.land_collision_end) != 0) + if ((ParentGroup.RootPart.ScriptEvents & scriptEvents.land_collision_end) != 0) { if (endedColliders.Count > 0) { @@ -2612,7 +2602,7 @@ namespace OpenSim.Region.Framework.Scenes detobj.keyUUID = UUID.Zero; detobj.nameStr = ""; detobj.ownerUUID = UUID.Zero; - detobj.posVector = m_parentGroup.RootPart.AbsolutePosition; + detobj.posVector = ParentGroup.RootPart.AbsolutePosition; detobj.rotQuat = Quaternion.Identity; detobj.velVector = Vector3.Zero; detobj.colliderType = 0; @@ -2625,10 +2615,10 @@ namespace OpenSim.Region.Framework.Scenes { LandEndCollidingMessage.Colliders = colliding; - if (m_parentGroup.Scene == null) + if (ParentGroup.Scene == null) return; - m_parentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd(LocalId, LandEndCollidingMessage); + ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd(LocalId, LandEndCollidingMessage); } } } @@ -2640,7 +2630,7 @@ namespace OpenSim.Region.Framework.Scenes RemFlag(PrimFlags.Physics); DoPhysicsPropertyUpdate(false, true); - //m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); + //ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); } public void PhysicsRequestingTerseUpdate() @@ -2649,15 +2639,15 @@ namespace OpenSim.Region.Framework.Scenes { Vector3 newpos = new Vector3(PhysActor.Position.GetBytes(), 0); - if (m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.N) - | m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.S) - | m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.E) - | m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) + if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) + | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) + | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) + | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) { - m_parentGroup.AbsolutePosition = newpos; + ParentGroup.AbsolutePosition = newpos; return; } - //m_parentGroup.RootPart.m_groupPosition = newpos; + //ParentGroup.RootPart.m_groupPosition = newpos; } ScheduleTerseUpdate(); @@ -2688,7 +2678,7 @@ namespace OpenSim.Region.Framework.Scenes } } - m_parentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) + ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) { if (!(Util.GetDistanceTo(sp.AbsolutePosition, AbsolutePosition) >= 100)) sp.ControllingClient.SendPreLoadSound(objectID, objectID, soundID); @@ -2773,7 +2763,7 @@ namespace OpenSim.Region.Framework.Scenes public void rotLookAt(Quaternion target, float strength, float damping) { - if (m_parentGroup.IsAttachment) + if (ParentGroup.IsAttachment) { /* ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); @@ -2809,10 +2799,10 @@ namespace OpenSim.Region.Framework.Scenes { // m_log.DebugFormat("[SCENE OBJECT PART]: Scheduling full update for {0} {1}", Name, LocalId); - if (m_parentGroup == null) + if (ParentGroup == null) return; - m_parentGroup.QueueForUpdateCheck(); + ParentGroup.QueueForUpdateCheck(); int timeNow = Util.UnixTimeSinceEpoch(); @@ -2841,13 +2831,13 @@ namespace OpenSim.Region.Framework.Scenes /// public void ScheduleTerseUpdate() { - if (m_parentGroup == null) + if (ParentGroup == null) return; if (UpdateFlag == UpdateRequired.NONE) { - m_parentGroup.HasGroupChanged = true; - m_parentGroup.QueueForUpdateCheck(); + ParentGroup.HasGroupChanged = true; + ParentGroup.QueueForUpdateCheck(); TimeStampTerse = (uint) Util.UnixTimeSinceEpoch(); UpdateFlag = UpdateRequired.TERSE; @@ -2860,7 +2850,7 @@ namespace OpenSim.Region.Framework.Scenes public void ScriptSetPhysicsStatus(bool UsePhysics) { - m_parentGroup.ScriptSetPhysicsStatus(UsePhysics); + ParentGroup.ScriptSetPhysicsStatus(UsePhysics); } /// @@ -2887,7 +2877,7 @@ namespace OpenSim.Region.Framework.Scenes // Update the physics actor with the new loaded sculpt data and set the taint signal. PhysActor.Shape = m_shape; - m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); + ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); } } } @@ -2900,7 +2890,7 @@ namespace OpenSim.Region.Framework.Scenes /// protected internal void SendFullUpdate(IClientAPI remoteClient, uint clientFlags) { - if (m_parentGroup == null) + if (ParentGroup == null) return; // m_log.DebugFormat( @@ -2908,7 +2898,7 @@ namespace OpenSim.Region.Framework.Scenes if (IsRoot) { - if (m_parentGroup.IsAttachment) + if (ParentGroup.IsAttachment) { SendFullUpdateToClient(remoteClient, AttachedPos, clientFlags); } @@ -2928,10 +2918,10 @@ namespace OpenSim.Region.Framework.Scenes /// public void SendFullUpdateToAllClients() { - if (m_parentGroup == null) + if (ParentGroup == null) return; - m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) + ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) { SendFullUpdate(avatar.ControllingClient, avatar.GenerateClientFlags(UUID)); }); @@ -2943,10 +2933,10 @@ namespace OpenSim.Region.Framework.Scenes /// public void SendFullUpdateToAllClientsExcept(UUID agentID) { - if (m_parentGroup == null) + if (ParentGroup == null) return; - m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) + ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) { // Ugly reference :( if (avatar.UUID != agentID) @@ -2991,7 +2981,7 @@ namespace OpenSim.Region.Framework.Scenes clientFlags &= ~(uint) PrimFlags.CreateSelected; - if (remoteClient.AgentId == _ownerID) + if (remoteClient.AgentId == OwnerID) { if ((Flags & PrimFlags.CreateSelected) != 0) { @@ -3067,13 +3057,13 @@ namespace OpenSim.Region.Framework.Scenes if (volume < 0) volume = 0; - UUID ownerID = _ownerID; + UUID ownerID = OwnerID; UUID objectID = ParentGroup.RootPart.UUID; UUID parentID = ParentGroup.UUID; UUID soundID = UUID.Zero; Vector3 position = AbsolutePosition; // region local - ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle; + ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle; if (!UUID.TryParse(sound, out soundID)) { @@ -3094,7 +3084,7 @@ namespace OpenSim.Region.Framework.Scenes if (soundID == UUID.Zero) return; - ISoundModule soundModule = m_parentGroup.Scene.RequestModuleInterface(); + ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface(); if (soundModule != null) { if (useMaster) @@ -3106,7 +3096,7 @@ namespace OpenSim.Region.Framework.Scenes else soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius); ParentGroup.PlaySoundMasterPrim = this; - ownerID = _ownerID; + ownerID = OwnerID; objectID = ParentGroup.RootPart.UUID; parentID = ParentGroup.UUID; position = AbsolutePosition; // region local @@ -3117,7 +3107,7 @@ namespace OpenSim.Region.Framework.Scenes soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius); foreach (SceneObjectPart prim in ParentGroup.PlaySoundSlavePrims) { - ownerID = prim._ownerID; + ownerID = prim.OwnerID; objectID = prim.ParentGroup.RootPart.UUID; parentID = prim.ParentGroup.UUID; position = prim.AbsolutePosition; // region local @@ -3150,7 +3140,7 @@ namespace OpenSim.Region.Framework.Scenes /// public void SendTerseUpdateToAllClients() { - m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) + ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) { SendTerseUpdateToClient(avatar.ControllingClient); }); @@ -3158,7 +3148,7 @@ namespace OpenSim.Region.Framework.Scenes public void SetAxisRotation(int axis, int rotate) { - m_parentGroup.SetAxisRotation(axis, rotate); + ParentGroup.SetAxisRotation(axis, rotate); //Cannot use ScriptBaseClass constants as no referance to it currently. if (axis == 2)//STATUS_ROTATE_X @@ -3181,10 +3171,10 @@ namespace OpenSim.Region.Framework.Scenes public void SetDieAtEdge(bool p) { - if (m_parentGroup.IsDeleted) + if (ParentGroup.IsDeleted) return; - m_parentGroup.RootPart.DIE_AT_EDGE = p; + ParentGroup.RootPart.DIE_AT_EDGE = p; } public void SetFloatOnWater(int floatYN) @@ -3426,7 +3416,7 @@ namespace OpenSim.Region.Framework.Scenes public void SetGroup(UUID groupID, IClientAPI client) { - _groupID = groupID; + GroupID = groupID; if (client != null) SendPropertiesToClient(client); UpdateFlag = UpdateRequired.FULL; @@ -3437,13 +3427,13 @@ namespace OpenSim.Region.Framework.Scenes /// public void SetParent(SceneObjectGroup parent) { - m_parentGroup = parent; + ParentGroup = parent; } // Use this for attachments! LocalID should be avatar's localid public void SetParentLocalId(uint localID) { - _parentID = localID; + ParentID = localID; } public void SetPhysicsAxisRotation() @@ -3451,7 +3441,7 @@ namespace OpenSim.Region.Framework.Scenes if (PhysActor != null) { PhysActor.LockAngularMotion(RotationAxis); - m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); + ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); } } @@ -3499,9 +3489,9 @@ namespace OpenSim.Region.Framework.Scenes public void StopLookAt() { - m_parentGroup.stopLookAt(); + ParentGroup.stopLookAt(); - m_parentGroup.ScheduleGroupForTerseUpdate(); + ParentGroup.ScheduleGroupForTerseUpdate(); } /// @@ -3521,10 +3511,10 @@ namespace OpenSim.Region.Framework.Scenes public void StopMoveToTarget() { - m_parentGroup.stopMoveToTarget(); + ParentGroup.stopMoveToTarget(); - m_parentGroup.ScheduleGroupForTerseUpdate(); - //m_parentGroup.ScheduleGroupForFullUpdate(); + ParentGroup.ScheduleGroupForTerseUpdate(); + //ParentGroup.ScheduleGroupForFullUpdate(); } public void StoreUndoState() @@ -3563,7 +3553,7 @@ namespace OpenSim.Region.Framework.Scenes // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}", // Name, LocalId, forGroup, m_undo.Count); - if (m_parentGroup.GetSceneMaxUndo() > 0) + if (ParentGroup.GetSceneMaxUndo() > 0) { UndoState nUndo = new UndoState(this, forGroup); @@ -3619,7 +3609,7 @@ namespace OpenSim.Region.Framework.Scenes { UndoState nUndo = null; - if (m_parentGroup.GetSceneMaxUndo() > 0) + if (ParentGroup.GetSceneMaxUndo() > 0) { nUndo = new UndoState(this, goback.ForGroup); } @@ -3651,7 +3641,7 @@ namespace OpenSim.Region.Framework.Scenes if (gofwd != null) { - if (m_parentGroup.GetSceneMaxUndo() > 0) + if (ParentGroup.GetSceneMaxUndo() > 0) { UndoState nUndo = new UndoState(this, gofwd.ForGroup); @@ -4126,17 +4116,17 @@ namespace OpenSim.Region.Framework.Scenes public void TriggerScriptChangedEvent(Changed val) { - if (m_parentGroup != null && m_parentGroup.Scene != null) - m_parentGroup.Scene.EventManager.TriggerOnScriptChangedEvent(LocalId, (uint)val); + if (ParentGroup != null && ParentGroup.Scene != null) + ParentGroup.Scene.EventManager.TriggerOnScriptChangedEvent(LocalId, (uint)val); } public void TrimPermissions() { - _baseMask &= (uint)PermissionMask.All; - _ownerMask &= (uint)PermissionMask.All; - _groupMask &= (uint)PermissionMask.All; - _everyoneMask &= (uint)PermissionMask.All; - _nextOwnerMask &= (uint)PermissionMask.All; + BaseMask &= (uint)PermissionMask.All; + OwnerMask &= (uint)PermissionMask.All; + GroupMask &= (uint)PermissionMask.All; + EveryoneMask &= (uint)PermissionMask.All; + NextOwnerMask &= (uint)PermissionMask.All; } public void UpdateExtraParam(ushort type, bool inUse, byte[] data) @@ -4147,7 +4137,7 @@ namespace OpenSim.Region.Framework.Scenes { if (m_shape.SculptEntry && m_shape.SculptTexture != UUID.Zero) { - m_parentGroup.Scene.AssetService.Get(m_shape.SculptTexture.ToString(), this, AssetReceived); + ParentGroup.Scene.AssetService.Get(m_shape.SculptTexture.ToString(), this, AssetReceived); } } @@ -4210,46 +4200,46 @@ namespace OpenSim.Region.Framework.Scenes public void UpdatePermissions(UUID AgentID, byte field, uint localID, uint mask, byte addRemTF) { bool set = addRemTF == 1; - bool god = m_parentGroup.Scene.Permissions.IsGod(AgentID); + bool god = ParentGroup.Scene.Permissions.IsGod(AgentID); - uint baseMask = _baseMask; + uint baseMask = BaseMask; if (god) baseMask = 0x7ffffff0; // Are we the owner? - if ((AgentID == _ownerID) || god) + if ((AgentID == OwnerID) || god) { switch (field) { case 1: if (god) { - _baseMask = ApplyMask(_baseMask, set, mask); + BaseMask = ApplyMask(BaseMask, set, mask); Inventory.ApplyGodPermissions(_baseMask); } break; case 2: - _ownerMask = ApplyMask(_ownerMask, set, mask) & + OwnerMask = ApplyMask(OwnerMask, set, mask) & baseMask; break; case 4: - _groupMask = ApplyMask(_groupMask, set, mask) & + GroupMask = ApplyMask(GroupMask, set, mask) & baseMask; break; case 8: - _everyoneMask = ApplyMask(_everyoneMask, set, mask) & + EveryoneMask = ApplyMask(EveryoneMask, set, mask) & baseMask; break; case 16: - _nextOwnerMask = ApplyMask(_nextOwnerMask, set, mask) & + NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) & baseMask; // Prevent the client from creating no mod, no copy // objects - if ((_nextOwnerMask & (uint)PermissionMask.Copy) == 0) - _nextOwnerMask |= (uint)PermissionMask.Transfer; + if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0) + NextOwnerMask |= (uint)PermissionMask.Transfer; - _nextOwnerMask |= (uint)PermissionMask.Move; + NextOwnerMask |= (uint)PermissionMask.Move; break; } @@ -4263,7 +4253,7 @@ namespace OpenSim.Region.Framework.Scenes // For now, we use the NINJA naming scheme for identifying joints. // In the future, we can support other joint specification schemes such as a // custom checkbox in the viewer GUI. - if (m_parentGroup.Scene.PhysicsScene.SupportsNINJAJoints) + if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints) { string hingeString = "hingejoint"; return (Name.Length >= hingeString.Length && Name.Substring(0, hingeString.Length) == hingeString); @@ -4279,7 +4269,7 @@ namespace OpenSim.Region.Framework.Scenes // For now, we use the NINJA naming scheme for identifying joints. // In the future, we can support other joint specification schemes such as a // custom checkbox in the viewer GUI. - if (m_parentGroup.Scene.PhysicsScene.SupportsNINJAJoints) + if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints) { string ballString = "balljoint"; return (Name.Length >= ballString.Length && Name.Substring(0, ballString.Length) == ballString); @@ -4295,7 +4285,7 @@ namespace OpenSim.Region.Framework.Scenes // For now, we use the NINJA naming scheme for identifying joints. // In the future, we can support other joint specification schemes such as a // custom checkbox in the viewer GUI. - if (m_parentGroup.Scene.PhysicsScene.SupportsNINJAJoints) + if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints) { return IsHingeJoint() || IsBallJoint(); } @@ -4361,11 +4351,11 @@ namespace OpenSim.Region.Framework.Scenes { DoPhysicsPropertyUpdate(UsePhysics, false); - if (!m_parentGroup.IsDeleted) + if (!ParentGroup.IsDeleted) { - if (LocalId == m_parentGroup.RootPart.LocalId) + if (LocalId == ParentGroup.RootPart.LocalId) { - m_parentGroup.CheckSculptAndLoad(); + ParentGroup.CheckSculptAndLoad(); } } } @@ -4398,7 +4388,7 @@ namespace OpenSim.Region.Framework.Scenes if (PhysActor == null) { // It's not phantom anymore. So make sure the physics engine get's knowledge of it - PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( + PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape( string.Format("{0}/{1}", Name, UUID), Shape, AbsolutePosition, @@ -4410,11 +4400,11 @@ namespace OpenSim.Region.Framework.Scenes PhysActor.SetMaterial(Material); DoPhysicsPropertyUpdate(UsePhysics, true); - if (!m_parentGroup.IsDeleted) + if (!ParentGroup.IsDeleted) { - if (LocalId == m_parentGroup.RootPart.LocalId) + if (LocalId == ParentGroup.RootPart.LocalId) { - m_parentGroup.CheckSculptAndLoad(); + ParentGroup.CheckSculptAndLoad(); } } @@ -4436,11 +4426,11 @@ namespace OpenSim.Region.Framework.Scenes { DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim - if (!m_parentGroup.IsDeleted) + if (!ParentGroup.IsDeleted) { - if (LocalId == m_parentGroup.RootPart.LocalId) + if (LocalId == ParentGroup.RootPart.LocalId) { - m_parentGroup.CheckSculptAndLoad(); + ParentGroup.CheckSculptAndLoad(); } } } @@ -4552,7 +4542,7 @@ namespace OpenSim.Region.Framework.Scenes if (PhysActor != null) { PhysActor.Shape = m_shape; - m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); + ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); } // This is what makes vehicle trailers work @@ -4713,18 +4703,18 @@ namespace OpenSim.Region.Framework.Scenes //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) //{ - // m_parentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting; + // ParentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting; //} //else //{ - // m_parentGroup.Scene.EventManager.OnScriptTimerEvent -= handleTimerAccounting; + // ParentGroup.Scene.EventManager.OnScriptTimerEvent -= handleTimerAccounting; //} LocalFlags = (PrimFlags)objectflagupdate; - if (m_parentGroup != null && m_parentGroup.RootPart == this) + if (ParentGroup != null && ParentGroup.RootPart == this) { - m_parentGroup.aggregateScriptEvents(); + ParentGroup.aggregateScriptEvents(); } else { @@ -4792,14 +4782,14 @@ namespace OpenSim.Region.Framework.Scenes public void AddScriptLPS(int count) { - m_parentGroup.AddScriptLPS(count); + ParentGroup.AddScriptLPS(count); } public void ApplyNextOwnerPermissions() { - _baseMask &= _nextOwnerMask; - _ownerMask &= _nextOwnerMask; - _everyoneMask &= _nextOwnerMask; + BaseMask &= NextOwnerMask; + OwnerMask &= NextOwnerMask; + EveryoneMask &= NextOwnerMask; Inventory.ApplyNextOwnerPermissions(); } -- cgit v1.1 From 10e664eedc17b247e7c25407f202b0cd606c411f Mon Sep 17 00:00:00 2001 From: Dan Lake Date: Thu, 10 Nov 2011 17:37:33 -0800 Subject: Fix compile error from an earlier commit --- OpenSim/Region/Framework/Scenes/SceneGraph.cs | 2 -- 1 file changed, 2 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index 743fd50..af95c28 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -1671,8 +1671,6 @@ namespace OpenSim.Region.Framework.Scenes Monitor.Enter(m_updateLock); try { - SceneObjectGroup parentGroup = root.ParentGroup; - List childGroups = new List(); // We do this in reverse to get the link order of the prims correct -- cgit v1.1