aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Environment/Scenes/InnerScene.cs
blob: 55b3ca781194e60dbcfad31b45e5a54be7f8c127 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
/*
 * Copyright (c) Contributors, http://opensimulator.org/
 * See CONTRIBUTORS.TXT for a full list of copyright holders.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *     * Redistributions of source code must retain the above copyright
 *       notice, this list of conditions and the following disclaimer.
 *     * Redistributions in binary form must reproduce the above copyright
 *       notice, this list of conditions and the following disclaimer in the
 *       documentation and/or other materials provided with the distribution.
 *     * Neither the name of the OpenSim Project nor the
 *       names of its contributors may be used to endorse or promote products
 *       derived from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

using System;
using System.Collections.Generic;
using System.Reflection;
using Axiom.Math;
using libsecondlife;
using libsecondlife.Packets;
using log4net;
using OpenSim.Framework;
using OpenSim.Region.Environment.Types;
using OpenSim.Region.Physics.Manager;

namespace OpenSim.Region.Environment.Scenes
{
    public delegate void PhysicsCrash();

    public class InnerScene
    {
        private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);

        #region Events

        protected internal event PhysicsCrash UnRecoverableError;
        private PhysicsCrash handlerPhysicsCrash = null;

        #endregion

        #region Fields

        protected internal Dictionary<LLUUID, ScenePresence> ScenePresences = new Dictionary<LLUUID, ScenePresence>();
        // SceneObjects is not currently populated or used.
        //public Dictionary<LLUUID, SceneObjectGroup> SceneObjects;
        protected internal Dictionary<LLUUID, EntityBase> Entities = new Dictionary<LLUUID, EntityBase>();
        protected internal Dictionary<LLUUID, ScenePresence> RestorePresences = new Dictionary<LLUUID, ScenePresence>();

        protected internal BasicQuadTreeNode QuadTree;

        protected RegionInfo m_regInfo;
        protected Scene m_parentScene;
        protected List<EntityBase> m_updateList = new List<EntityBase>();
        protected int m_numRootAgents = 0;
        protected int m_numPrim = 0;
        protected int m_numChildAgents = 0;
        protected int m_physicalPrim = 0;

        protected int m_activeScripts = 0;
        protected int m_scriptLPS = 0;

        protected internal object m_syncRoot = new object();

        protected internal PhysicsScene _PhyScene;

        #endregion

        protected internal InnerScene(Scene parent, RegionInfo regInfo)
        {
            m_parentScene = parent;
            m_regInfo = regInfo;
            QuadTree = new BasicQuadTreeNode(null, "/0/", 0, 0, (short)Constants.RegionSize, (short)Constants.RegionSize);
            QuadTree.Subdivide();
            QuadTree.Subdivide();
        }

        public PhysicsScene PhysicsScene
        {
            get { return _PhyScene; }
            set
            {
                // If we're not doing the initial set
                // Then we've got to remove the previous
                // event handler

                if (_PhyScene != null) 
                    _PhyScene.OnPhysicsCrash -= physicsBasedCrash;

                _PhyScene = value;

                if (_PhyScene != null)
                    _PhyScene.OnPhysicsCrash += physicsBasedCrash;
            }
        }

        protected internal void Close()
        {
            lock (ScenePresences)
            {
                ScenePresences.Clear();
            }

            //SceneObjects.Clear();
            lock (Entities)
            {
                Entities.Clear();
            }
        }

        #region Update Methods

        protected internal void UpdatePreparePhysics()
        {
            // If we are using a threaded physics engine
            // grab the latest scene from the engine before
            // trying to process it.

            // PhysX does this (runs in the background).

            if (_PhyScene.IsThreaded)
            {
                _PhyScene.GetResults();
            }
        }

        protected internal void UpdateEntities()
        {
            List<EntityBase> updateEntities = GetEntities();

            foreach (EntityBase entity in updateEntities)
            {
                entity.Update();
            }
        }

        protected internal void UpdatePresences()
        {
            List<ScenePresence> updateScenePresences = GetScenePresences();
            foreach (ScenePresence pres in updateScenePresences)
            {
                pres.Update();
            }
        }

        protected internal float UpdatePhysics(double elapsed)
        {
            lock (m_syncRoot)
            {
                return _PhyScene.Simulate((float)elapsed);
            }
        }

        protected internal void UpdateEntityMovement()
        {
            List<EntityBase> moveEntities = GetEntities();

            foreach (EntityBase entity in moveEntities)
            {
                //cfk. This throws occaisional exceptions on a heavily used region
                //and I added this null check to try to preclude the exception.
                if (entity != null)
                    entity.UpdateMovement();
            }
        }

        #endregion

        #region Entity Methods

        /// <summary>
        /// Add an object into the scene that has come from storage
        /// </summary>
        /// <param name="sceneObject"></param>
        /// <param name="attachToBackup">
        /// If true, changes to the object will be reflected in its persisted data
        /// If false, the persisted data will not be changed even if the object in the scene is changed
        /// </param>
        /// <param name="alreadyPersisted">
        /// If true, we won't persist this object until it changes
        /// If false, we'll persist this object immediately
        /// </param>
        /// <returns>
        /// true if the object was added, false if an object with the same uuid was already in the scene
        /// </returns>         
        protected internal bool AddRestoredSceneObject(
            SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted)
        {
            sceneObject.RegionHandle = m_regInfo.RegionHandle;
            sceneObject.SetScene(m_parentScene);

            foreach (SceneObjectPart part in sceneObject.Children.Values)
            {
                part.LocalId = m_parentScene.PrimIDAllocate();
            }
            
            sceneObject.UpdateParentIDs();

            if (!alreadyPersisted)
            {
                sceneObject.ForceInventoryPersistence();
                sceneObject.HasGroupChanged = true;
            }
 
            return AddSceneObject(sceneObject, attachToBackup);
        }
        
        /// <summary>
        /// Add a newly created object to the scene.  This will both update the scene, and send information about the
        /// new object to all clients interested in the scene.
        /// </summary>
        /// <param name="sceneObject"></param>
        /// <param name="attachToBackup">
        /// If true, the object is made persistent into the scene.
        /// If false, the object will not persist over server restarts
        /// </param>
        /// <returns>
        /// true if the object was added, false if an object with the same uuid was already in the scene
        /// </returns>        
        protected internal bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
        {   
            // Ensure that we persist this new scene object
            sceneObject.HasGroupChanged = true;
            
            return AddSceneObject(sceneObject, attachToBackup);
        }

        /// <summary>
        /// Add an object to the scene.  This will both update the scene, and send information about the
        /// new object to all clients interested in the scene.
        /// </summary>
        /// <param name="sceneObject"></param>
        /// <param name="attachToBackup">
        /// If true, the object is made persistent into the scene.
        /// If false, the object will not persist over server restarts
        /// </param>
        /// <returns>true if the object was added, false if an object with the same uuid was already in the scene
        /// </returns>
        protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
        {
            sceneObject.ApplyPhysics(m_parentScene.m_physicalPrim);
            sceneObject.ScheduleGroupForFullUpdate();
            
            lock (Entities)
            {
                if (!Entities.ContainsKey(sceneObject.UUID))
                {
                    //  QuadTree.AddSceneObject(sceneObject);
                    Entities.Add(sceneObject.UUID, sceneObject);
                    m_numPrim += sceneObject.Children.Count;

                    if (attachToBackup)                        
                        sceneObject.AttachToBackup();                                        

                    return true;
                }

                return false;
            }
        }

        /// <summary>
        /// Delete an object from the scene
        /// </summary>
        /// <param name="sceneObject"></param>
        /// <returns>true if the object was deleted, false if there was no object to delete</returns>
        protected internal bool DeleteSceneObject(LLUUID uuid, bool resultOfObjectLinked)
        {
            lock (Entities)
            {
                if (Entities.ContainsKey(uuid))
                {
                    if (!resultOfObjectLinked)
                    {
                        m_numPrim -= ((SceneObjectGroup)Entities[uuid]).Children.Count;
                    }
                    Entities.Remove(uuid);

                    return true;
                }
            }

            return false;
        }

        /// <summary>
        /// Add an entity to the list of prims to process on the next update
        /// </summary>
        /// <param name="obj">
        /// A <see cref="EntityBase"/>
        /// </param>
        protected internal void AddToUpdateList(EntityBase obj)
        {
            lock (m_updateList)
            {
                if (!m_updateList.Contains(obj))
                {
                    m_updateList.Add(obj);
                }
            }
        }

        /// <summary>
        /// Process all pending updates
        /// </summary>
        protected internal void ProcessUpdates()
        {
            lock (m_updateList)
            {
                for (int i = 0; i < m_updateList.Count; i++)
                {
                    EntityBase entity = m_updateList[i];

                    // Don't abort the whole update if one entity happens to give us an exception.
                    try
                    {
                        // Check that the group was not deleted before the scheduled update
                        // FIXME: This is merely a temporary measure to reduce the incidence of failure, when
                        // an object has been deleted from a scene before update was processed.
                        // A more fundamental overhaul of the update mechanism is required to eliminate all
                        // the race conditions.
                        if (!entity.IsDeleted)
                        {
                            m_updateList[i].Update();
                        }
                    }
                    catch (Exception e)
                    {
                        m_log.ErrorFormat(
                            "[INNER SCENE]: Failed to update {0}, {1} - {2}", entity.Name, entity.UUID, e);
                    }
                }
                
                m_updateList.Clear();
            }
        }

        protected internal void AddPhysicalPrim(int number)
        {
            m_physicalPrim++;
        }

        protected internal void RemovePhysicalPrim(int number)
        {
            m_physicalPrim--;
        }

        protected internal void AddToScriptLPS(int number)
        {
            m_scriptLPS += number;
        }

        protected internal void AddActiveScripts(int number)
        {
            m_activeScripts += number;
        }

        protected internal void DetachObject(uint objectLocalID, IClientAPI remoteClient)
        {
            List<EntityBase> EntityList = GetEntities();

            foreach (EntityBase obj in EntityList)
            {
                if (obj is SceneObjectGroup)
                {
                    if (((SceneObjectGroup)obj).LocalId == objectLocalID)
                    {
                        SceneObjectGroup group = (SceneObjectGroup)obj;

                        //group.DetachToGround();
                        DetachSingleAttachmentToInv(group.GetFromAssetID(),remoteClient);
                    }
                }
            }
        }

        protected internal void HandleUndo(IClientAPI remoteClient, LLUUID primId)
        {
            if (primId != LLUUID.Zero)
            {
                SceneObjectPart part =  m_parentScene.GetSceneObjectPart(primId);
                if (part != null)
                    part.Undo();
            }
        }

        protected internal void HandleObjectGroupUpdate(
            IClientAPI remoteClient, LLUUID GroupID, uint objectLocalID, LLUUID Garbage)
        {
            List<EntityBase> EntityList = GetEntities();

            foreach (EntityBase obj in EntityList)
            {
                if (obj is SceneObjectGroup)
                {
                    if (((SceneObjectGroup)obj).LocalId == objectLocalID)
                    {
                        SceneObjectGroup group = (SceneObjectGroup)obj;

                        if (m_parentScene.ExternalChecks.ExternalChecksCanEditObject(group.UUID, remoteClient.AgentId))
                            group.SetGroup(GroupID, remoteClient);
                        else
                            remoteClient.SendAgentAlertMessage("You don't have permission to set the group", false);
                    }
                }
            }
        }

        /// <summary>
        /// Event Handling routine for Attach Object
        /// </summary>
        /// <param name="remoteClient"></param>
        /// <param name="objectLocalID"></param>
        /// <param name="AttachmentPt"></param>
        /// <param name="rot"></param>
        protected internal void AttachObject(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, LLQuaternion rot)
        {
            // Calls attach with a Zero position

            AttachObject(remoteClient, objectLocalID, AttachmentPt, rot, LLVector3.Zero);
        }

        protected internal void RezSingleAttachment(
            IClientAPI remoteClient, LLUUID itemID, uint AttachmentPt,uint ItemFlags, uint NextOwnerMask)
        {
            SceneObjectGroup objatt = m_parentScene.RezObject(remoteClient, itemID, LLVector3.Zero, LLVector3.Zero, LLUUID.Zero, (byte)1, true,
                (uint)(PermissionMask.Copy | PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer),
                (uint)(PermissionMask.Copy | PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer),
                (uint)(PermissionMask.Copy | PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer),
                ItemFlags, false, false, remoteClient.AgentId, true);

            if (objatt != null)
            {
                AttachObject(remoteClient,objatt.LocalId,AttachmentPt,new LLQuaternion(0,0,0,1),objatt.AbsolutePosition);
                objatt.ScheduleGroupForFullUpdate();
            }
        }

        // What makes this method odd and unique is it tries to detach using an LLUUID....     Yay for standards.
        // To LocalId or LLUUID, *THAT* is the question. How now Brown LLUUID??
        protected internal void DetachSingleAttachmentToInv(LLUUID itemID, IClientAPI remoteClient)
        {
            if (itemID == LLUUID.Zero) // If this happened, someone made a mistake....
                return;

            List<EntityBase> EntityList = GetEntities();

            foreach (EntityBase obj in EntityList)
            {
                if (obj is SceneObjectGroup)
                {
                    if (((SceneObjectGroup)obj).GetFromAssetID() == itemID)
                    {
                        SceneObjectGroup group = (SceneObjectGroup)obj;
                        group.DetachToInventoryPrep();
                        m_log.Debug("[DETACH]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString());
                        m_parentScene.updateKnownAsset(remoteClient, group, group.GetFromAssetID(), group.OwnerID);
                        m_parentScene.DeleteSceneObject(group);
                    }
                }
            }
        }

        protected internal void AttachObject(
            IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, LLQuaternion rot, LLVector3 attachPos)
        {
            List<EntityBase> EntityList = GetEntities();
            foreach (EntityBase obj in EntityList)
            {
                if (obj is SceneObjectGroup)
                {
                    if (((SceneObjectGroup)obj).LocalId == objectLocalID)
                    {
                        SceneObjectGroup group = (SceneObjectGroup)obj;
                        if (m_parentScene.ExternalChecks.ExternalChecksCanTakeObject(obj.UUID, remoteClient.AgentId))
                        {
                            // If the attachment point isn't the same as the one previously used
                            // set it's offset position = 0 so that it appears on the attachment point
                            // and not in a weird location somewhere unknown.
                            if (AttachmentPt != 0 && AttachmentPt != (uint)group.GetAttachmentPoint())
                            {

                                attachPos = LLVector3.Zero;
                            }

                            // AttachmentPt 0 means the client chose to 'wear' the attachment.
                            if (AttachmentPt == 0)
                            {

                                // Check object for stored attachment point
                                AttachmentPt = (uint)group.GetAttachmentPoint();


                            }

                            // if we still didn't find a suitable attachment point.......
                            if (AttachmentPt == 0)
                            {
                                // Stick it on left hand with Zero Offset from the attachment point.
                                AttachmentPt = (uint)AttachmentPoint.LeftHand;
                                attachPos = LLVector3.Zero;
                            }
                            m_log.Debug("[ATTACH]: Using attachpoint: " + AttachmentPt.ToString());



                            // Saves and gets assetID
                            if (group.GetFromAssetID() == LLUUID.Zero)
                            {
                                LLUUID newAssetID = m_parentScene.attachObjectAssetStore(remoteClient, group, remoteClient.AgentId);

                                // sets assetID so client can show asset as 'attached' in inventory
                                group.SetFromAssetID(newAssetID);
                            }
                            group.AttachToAgent(remoteClient.AgentId, AttachmentPt, attachPos);
                        }
                        else
                        {
                            remoteClient.SendAgentAlertMessage("You don't have sufficient permissions to attach this object", false);
                        }

                    }
                }
            }
        }

        protected internal ScenePresence CreateAndAddScenePresence(IClientAPI client, bool child, AvatarAppearance appearance)
        {
            ScenePresence newAvatar = null;

            newAvatar = new ScenePresence(client, m_parentScene, m_regInfo, appearance);
            newAvatar.IsChildAgent = child;

            AddScenePresence(newAvatar);

            return newAvatar;
        }

        /// <summary>
        /// Add a presence to the scene
        /// </summary>
        /// <param name="presence"></param>
        protected internal void AddScenePresence(ScenePresence presence)
        {
            bool child = presence.IsChildAgent;

            if (child)
            {
                m_numChildAgents++;
                m_log.Info("[SCENE]" + m_regInfo.RegionName + ": Creating new child agent.");
            }
            else
            {
                m_numRootAgents++;
                m_log.Info("[SCENE] " + m_regInfo.RegionName + ": Creating new root agent.");
                m_log.Info("[SCENE] " + m_regInfo.RegionName + ": Adding Physical agent.");

                presence.AddToPhysicalScene();
            }

            lock (Entities)
            {
                Entities[presence.UUID] = presence;
            }

            lock (ScenePresences)
            {
                ScenePresences[presence.UUID] = presence;
            }
        }

        /// <summary>
        /// Remove a presence from the scene
        /// </summary>
        protected internal void RemoveScenePresence(LLUUID agentID)
        {
            lock (Entities)
            {
                if (Entities.Remove(agentID))
                {
                    //m_log.InfoFormat("[SCENE] Removed scene presence {0} from entities list", agentID);
                }
                else
                {
                    m_log.WarnFormat("[SCENE] Tried to remove non-existent scene presence with agent ID {0} from scene Entities list", agentID);
                }
            }

            lock (ScenePresences)
            {
                if (ScenePresences.Remove(agentID))
                {
                    //m_log.InfoFormat("[SCENE] Removed scene presence {0}", agentID);
                }
                else
                {
                    m_log.WarnFormat("[SCENE] Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
                }
            }
        }

        protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
        {
            if (direction_RC_CR_T_F)
            {
                m_numRootAgents--;
                m_numChildAgents++;
            }
            else
            {
                m_numChildAgents--;
                m_numRootAgents++;
            }
        }

        protected internal void removeUserCount(bool TypeRCTF)
        {
            if (TypeRCTF)
            {
                m_numRootAgents--;
            }
            else
            {
                m_numChildAgents--;
            }
        }

        public int GetChildAgentCount()
        {
            // some network situations come in where child agents get closed twice.
            if (m_numChildAgents < 0)
            {
                m_numChildAgents = 0;
            }

            return m_numChildAgents;
        }

        public int GetRootAgentCount()
        {
            return m_numRootAgents;
        }

        public int GetTotalObjectsCount()
        {
            return m_numPrim;
        }

        public int GetActiveObjectsCount()
        {
            return m_physicalPrim;
        }

        public int GetActiveScriptsCount()
        {
            return m_activeScripts;
        }

        public int GetScriptLPS()
        {
            int returnval = m_scriptLPS;
            m_scriptLPS = 0;
            return returnval;
        }

        #endregion

        #region Get Methods

        /// <summary>
        /// Request a List of all scene presences in this scene.  This is a new list, so no
        /// locking is required to iterate over it.
        /// </summary>
        /// <returns></returns>
        protected internal List<ScenePresence> GetScenePresences()
        {
            return new List<ScenePresence>(ScenePresences.Values);
        }

        protected internal List<ScenePresence> GetAvatars()
        {
            List<ScenePresence> result =
                GetScenePresences(delegate(ScenePresence scenePresence) { return !scenePresence.IsChildAgent; });

            return result;
        }

        /// <summary>
        /// Get the controlling client for the given avatar, if there is one.
        ///
        /// FIXME: The only user of the method right now is Caps.cs, in order to resolve a client API since it can't
        /// use the ScenePresence.  This could be better solved in a number of ways - we could establish an
        /// OpenSim.Framework.IScenePresence, or move the caps code into a region package (which might be the more
        /// suitable solution).
        /// </summary>
        /// <param name="agentId"></param>
        /// <returns>null if either the avatar wasn't in the scene, or they do not have a controlling client</returns>
        protected internal IClientAPI GetControllingClient(LLUUID agentId)
        {
            ScenePresence presence = GetScenePresence(agentId);

            if (presence != null)
            {
                return presence.ControllingClient;
            }

            return null;
        }

        /// <summary>
        /// Request a filtered list of m_scenePresences in this World
        /// </summary>
        /// <returns></returns>
        protected internal List<ScenePresence> GetScenePresences(FilterAvatarList filter)
        {
            // No locking of scene presences here since we're passing back a list...

            List<ScenePresence> result = new List<ScenePresence>();
            List<ScenePresence> ScenePresencesList = GetScenePresences();

            foreach (ScenePresence avatar in ScenePresencesList)
            {
                if (filter(avatar))
                {
                    result.Add(avatar);
                }
            }

            return result;
        }

        /// <summary>
        /// Request a scene presence by UUID
        /// </summary>
        /// <param name="avatarID"></param>
        /// <returns>null if the agent was not found</returns>
        protected internal ScenePresence GetScenePresence(LLUUID agentID)
        {
            ScenePresence sp;
            ScenePresences.TryGetValue(agentID, out sp);

            return sp;
        }

        /// <summary>
        /// Get a scene object group that contains the prim with the given local id
        /// </summary>
        /// <param name="localID"></param>
        /// <returns>null if no scene object group containing that prim is found</returns>
        private SceneObjectGroup GetGroupByPrim(uint localID)
        {
            List<EntityBase> EntityList = GetEntities();

            foreach (EntityBase ent in EntityList)
            {
                if (ent is SceneObjectGroup)
                {
                    if (((SceneObjectGroup)ent).HasChildPrim(localID))
                        return (SceneObjectGroup)ent;
                }
            }
            return null;
        }

        /// <summary>
        /// Get a scene object group that contains the prim with the given uuid
        /// </summary>
        /// <param name="fullID"></param>
        /// <returns>null if no scene object group containing that prim is found</returns>        
        private SceneObjectGroup GetGroupByPrim(LLUUID fullID)
        {
            List<EntityBase> EntityList = GetEntities();

            foreach (EntityBase ent in EntityList)
            {
                if (ent is SceneObjectGroup)
                {
                    if (((SceneObjectGroup)ent).HasChildPrim(fullID))
                        return (SceneObjectGroup)ent;
                }
            }
            return null;
        }

        protected internal EntityIntersection GetClosestIntersectingPrim(Ray hray, bool frontFacesOnly, bool faceCenters)
        {
            // Primitive Ray Tracing
            float closestDistance = 280f;
            EntityIntersection returnResult = new EntityIntersection();
            List<EntityBase> EntityList = GetEntities();
            foreach (EntityBase ent in EntityList)
            {
                if (ent is SceneObjectGroup)
                {
                    SceneObjectGroup reportingG = (SceneObjectGroup)ent;
                    EntityIntersection result = reportingG.TestIntersection(hray, frontFacesOnly, faceCenters);
                    if (result.HitTF)
                    {
                        if (result.distance < closestDistance)
                        {
                            closestDistance = result.distance;
                            returnResult = result;
                        }
                    }
                }
            }
            return returnResult;
        }

        /// <summary>
        /// Get a part contained in this scene.
        /// </summary>
        /// <param name="localID"></param>
        /// <returns>null if the part was not found</returns>
        protected internal SceneObjectPart GetSceneObjectPart(uint localID)
        {
            SceneObjectGroup group = GetGroupByPrim(localID);
            
            if (group != null)
                return group.GetChildPart(localID);
            else
                return null;
        }

        /// <summary>
        /// Get a part contained in this scene.
        /// </summary>
        /// <param name="fullID"></param>
        /// <returns>null if the part was not found</returns>        
        protected internal SceneObjectPart GetSceneObjectPart(LLUUID fullID)
        {
            SceneObjectGroup group = GetGroupByPrim(fullID);
            if (group != null)
                return group.GetChildPart(fullID);
            else
                return null;
        }

        protected internal bool TryGetAvatar(LLUUID avatarId, out ScenePresence avatar)
        {
            ScenePresence presence;
            if (ScenePresences.TryGetValue(avatarId, out presence))
            {
                if (!presence.IsChildAgent)
                {
                    avatar = presence;
                    return true;
                }
                else
                {
                    m_log.WarnFormat(
                        "[INNER SCENE]: Requested avatar {0} could not be found in scene {1} since it is only registered as a child agent!",
                        avatarId, m_parentScene.RegionInfo.RegionName);
                }
            }

            avatar = null;
            return false;
        }

        protected internal bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
        {
            lock (ScenePresences)
            {
                foreach (ScenePresence presence in ScenePresences.Values)
                {
                    if (!presence.IsChildAgent)
                    {
                        string name = presence.ControllingClient.Name;

                        if (String.Compare(avatarName, name, true) == 0)
                        {
                            avatar = presence;
                            return true;
                        }
                    }
                }
            }

            avatar = null;
            return false;
        }

        /// <summary>
        /// Returns a list of the entities in the scene.  This is a new list so no locking is required to iterate over
        /// it
        /// </summary>
        /// <returns></returns>
        protected internal List<EntityBase> GetEntities()
        {
            lock (Entities)
            {
                return new List<EntityBase>(Entities.Values);
            }
        }

        protected internal Dictionary<uint, float> GetTopScripts()
        {
            Dictionary<uint, float> topScripts = new Dictionary<uint, float>();

            List<EntityBase> EntityList = GetEntities();
            int limit = 0;
            foreach (EntityBase ent in EntityList)
            {
                if (ent is SceneObjectGroup)
                {
                    SceneObjectGroup grp = (SceneObjectGroup)ent;
                    if ((grp.RootPart.GetEffectiveObjectFlags() & (uint)LLObject.ObjectFlags.Scripted) != 0)
                    {
                        if (grp.scriptScore >= 0.01)
                        {
                            topScripts.Add(grp.LocalId, grp.scriptScore);
                            limit++;
                            if (limit >= 100)
                            {
                                break;
                            }
                        }
                        grp.scriptScore = 0;
                    }
                }
            }

            return topScripts;
        }

        #endregion

        #region Other Methods

        protected internal void physicsBasedCrash()
        {
            handlerPhysicsCrash = UnRecoverableError;
            if (handlerPhysicsCrash != null)
            {
                handlerPhysicsCrash();
            }
        }

        protected internal LLUUID ConvertLocalIDToFullID(uint localID)
        {
            SceneObjectGroup group = GetGroupByPrim(localID);
            if (group != null)
                return group.GetPartsFullID(localID);
            else
                return LLUUID.Zero;
        }

        protected internal void SendAllSceneObjectsToClient(ScenePresence presence)
        {
            List<EntityBase> EntityList = GetEntities();

            foreach (EntityBase ent in EntityList)
            {
                if (ent is SceneObjectGroup)
                {
                    // Only send child agents stuff in their draw distance.
                    // This will need to be done for every agent once we figure out
                    // what we're going to use to store prim that agents already got
                    // the initial update for and what we'll use to limit the
                    // space we check for new objects on movement.

                    if (presence.IsChildAgent && m_parentScene.m_seeIntoRegionFromNeighbor)
                    {
                        LLVector3 oLoc = ((SceneObjectGroup)ent).AbsolutePosition;
                        float distResult = (float)Util.GetDistanceTo(presence.AbsolutePosition, oLoc);

                        //m_log.Info("[DISTANCE]: " + distResult.ToString());

                        if (distResult < presence.DrawDistance)
                        {
                            // Send Only if we don't already know about it.
                            // KnownPrim also makes the prim known when called.
                            if (!presence.KnownPrim(((SceneObjectGroup)ent).UUID))
                                ((SceneObjectGroup)ent).ScheduleFullUpdateToAvatar(presence);
                        }
                    }
                    else
                    {
                        ((SceneObjectGroup)ent).ScheduleFullUpdateToAvatar(presence);
                    }
                }
            }
        }

        protected internal void ForEachClient(Action<IClientAPI> action)
        {
            lock (ScenePresences)
            {
                foreach (ScenePresence presence in ScenePresences.Values)
                {
                    action(presence.ControllingClient);
                }
            }
        }

        #endregion

        #region Client Event handlers

        /// <summary>
        ///
        /// </summary>
        /// <param name="localID"></param>
        /// <param name="scale"></param>
        /// <param name="remoteClient"></param>
        protected internal void UpdatePrimScale(uint localID, LLVector3 scale, IClientAPI remoteClient)
        {
            SceneObjectGroup group = GetGroupByPrim(localID);
            if (group != null)
            {
                if (m_parentScene.ExternalChecks.ExternalChecksCanEditObject(group.UUID, remoteClient.AgentId))
                {
                    group.Resize(scale, localID);
                }
            }
        }

        protected internal void UpdatePrimGroupScale(uint localID, LLVector3 scale, IClientAPI remoteClient)
        {
            SceneObjectGroup group = GetGroupByPrim(localID);
            if (group != null)
            {
                if (m_parentScene.ExternalChecks.ExternalChecksCanEditObject(group.UUID, remoteClient.AgentId))
                {
                    group.GroupResize(scale, localID);
                }
            }
        }

        /// <summary>
        /// This handles the nifty little tool tip that you get when you drag your mouse over an object
        /// Send to the Object Group to process.  We don't know enough to service the request
        /// </summary>
        /// <param name="remoteClient"></param>
        /// <param name="AgentID"></param>
        /// <param name="RequestFlags"></param>
        /// <param name="ObjectID"></param>
        protected internal void RequestObjectPropertiesFamily(
             IClientAPI remoteClient, LLUUID AgentID, uint RequestFlags, LLUUID ObjectID)
        {
            SceneObjectGroup group = GetGroupByPrim(ObjectID);
            if (group != null)
            {
                group.ServiceObjectPropertiesFamilyRequest(remoteClient, AgentID, RequestFlags);
            }
        }

        /// <summary>
        ///
        /// </summary>
        /// <param name="localID"></param>
        /// <param name="rot"></param>
        /// <param name="remoteClient"></param>
        protected internal void UpdatePrimSingleRotation(uint localID, LLQuaternion rot, IClientAPI remoteClient)
        {
            SceneObjectGroup group = GetGroupByPrim(localID);
            if (group != null)
            {
                if (m_parentScene.ExternalChecks.ExternalChecksCanMoveObject(group.UUID, remoteClient.AgentId))
                {
                    group.UpdateSingleRotation(rot, localID);
                }
            }
        }

        /// <summary>
        ///
        /// </summary>
        /// <param name="localID"></param>
        /// <param name="rot"></param>
        /// <param name="remoteClient"></param>
        protected internal void UpdatePrimRotation(uint localID, LLQuaternion rot, IClientAPI remoteClient)
        {
            SceneObjectGroup group = GetGroupByPrim(localID);
            if (group != null)
            {
                if (m_parentScene.ExternalChecks.ExternalChecksCanMoveObject(group.UUID, remoteClient.AgentId))
                {
                    group.UpdateGroupRotation(rot);
                }
            }
        }

        /// <summary>
        ///
        /// </summary>
        /// <param name="localID"></param>
        /// <param name="pos"></param>
        /// <param name="rot"></param>
        /// <param name="remoteClient"></param>
        protected internal void UpdatePrimRotation(uint localID, LLVector3 pos, LLQuaternion rot, IClientAPI remoteClient)
        {
            SceneObjectGroup group = GetGroupByPrim(localID);
            if (group != null)
            {
                if (m_parentScene.ExternalChecks.ExternalChecksCanMoveObject(group.UUID, remoteClient.AgentId))
                {
                    group.UpdateGroupRotation(pos, rot);
                }
            }
        }

        /// <summary>
        /// Update the position of the given part
        /// </summary>
        /// <param name="localID"></param>
        /// <param name="pos"></param>
        /// <param name="remoteClient"></param>
        protected internal void UpdatePrimSinglePosition(uint localID, LLVector3 pos, IClientAPI remoteClient)
        {
            SceneObjectGroup group = GetGroupByPrim(localID);
            if (group != null)
            {
                // LLVector3 oldPos = group.AbsolutePosition;
                if (!m_parentScene.ExternalChecks.ExternalChecksCanObjectEntry(group.UUID,pos) && !group.RootPart.IsAttachment)
                {
                    group.SendGroupTerseUpdate();
                    return;
                }
                
                if (m_parentScene.ExternalChecks.ExternalChecksCanMoveObject(group.UUID, remoteClient.AgentId) || group.RootPart.IsAttachment)
                {
                    group.UpdateSinglePosition(pos, localID);
                }
            }
        }

        /// <summary>
        /// Update the position of the given part
        /// </summary>
        /// <param name="localID"></param>
        /// <param name="pos"></param>
        /// <param name="remoteClient"></param>
        protected internal void UpdatePrimPosition(uint localID, LLVector3 pos, IClientAPI remoteClient)
        {
            SceneObjectGroup group = GetGroupByPrim(localID);
            if (group != null)
            {

                // LLVector3 oldPos = group.AbsolutePosition;
                if (group.RootPart.IsAttachment)
                {
                    group.UpdateGroupPosition(pos);
                }
                else
                {
                    if (!m_parentScene.ExternalChecks.ExternalChecksCanObjectEntry(group.UUID,pos) && !group.RootPart.IsAttachment)
                    {
                        group.SendGroupTerseUpdate();
                        
                        return;
                    }
                        if (m_parentScene.ExternalChecks.ExternalChecksCanMoveObject(group.UUID, remoteClient.AgentId) || group.RootPart.IsAttachment)
                    {
                        group.UpdateGroupPosition(pos);
                    }
                }
            }
        }

        /// <summary>
        ///
        /// </summary>
        /// <param name="localID"></param>
        /// <param name="texture"></param>
        /// <param name="remoteClient"></param>
        protected internal void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient)
        {
            SceneObjectGroup group = GetGroupByPrim(localID);
            if (group != null)
            {
                if (m_parentScene.ExternalChecks.ExternalChecksCanEditObject(group.UUID,remoteClient.AgentId))
                {
                    group.UpdateTextureEntry(localID, texture);
                }
            }
        }

        /// <summary>
        ///
        /// </summary>
        /// <param name="localID"></param>
        /// <param name="packet"></param>
        /// <param name="remoteClient"></param>
        protected internal void UpdatePrimFlags(uint localID, Packet packet, IClientAPI remoteClient)
        {
            SceneObjectGroup group = GetGroupByPrim(localID);
            if (group != null)
            {
                if (m_parentScene.ExternalChecks.ExternalChecksCanEditObject(group.UUID, remoteClient.AgentId))
                {
                    group.UpdatePrimFlags(localID, (ushort)packet.Type, true, packet.ToBytes());
                }
            }
        }

        /// <summary>
        /// Move the given object
        /// </summary>
        /// <param name="objectID"></param>
        /// <param name="offset"></param>
        /// <param name="pos"></param>
        /// <param name="remoteClient"></param>
        protected internal void MoveObject(LLUUID objectID, LLVector3 offset, LLVector3 pos, IClientAPI remoteClient)
        {
            SceneObjectGroup group = GetGroupByPrim(objectID);
            if (group != null)
            {
                if (m_parentScene.ExternalChecks.ExternalChecksCanMoveObject(group.UUID, remoteClient.AgentId))// && PermissionsMngr.)
                {
                    group.GrabMovement(offset, pos, remoteClient);
                }
                // This is outside the above permissions condition
                // so that if the object is locked the client moving the object
                // get's it's position on the simulator even if it was the same as before
                // This keeps the moving user's client in sync with the rest of the world.
                group.SendGroupTerseUpdate();
            }
        }

        /// <summary>
        ///
        /// </summary>
        /// <param name="primLocalID"></param>
        /// <param name="description"></param>
        protected internal void PrimName(IClientAPI remoteClient, uint primLocalID, string name)
        {
            SceneObjectGroup group = GetGroupByPrim(primLocalID);
            if (group != null)
            {
                if (m_parentScene.ExternalChecks.ExternalChecksCanEditObject(group.UUID, remoteClient.AgentId))
                {
                    group.SetPartName(Util.CleanString(name), primLocalID);
                }
            }
        }

        /// <summary>
        ///
        /// </summary>
        /// <param name="primLocalID"></param>
        /// <param name="description"></param>
        protected internal void PrimDescription(IClientAPI remoteClient, uint primLocalID, string description)
        {
            SceneObjectGroup group = GetGroupByPrim(primLocalID);
            if (group != null)
            {
                if (m_parentScene.ExternalChecks.ExternalChecksCanEditObject(group.UUID, remoteClient.AgentId))
                {
                    group.SetPartDescription(Util.CleanString(description), primLocalID);
                }
            }
        }

        protected internal void UpdateExtraParam(LLUUID agentID, uint primLocalID, ushort type, bool inUse, byte[] data)
        {
            SceneObjectGroup group = GetGroupByPrim(primLocalID);

            if (group != null)
            {
                if (m_parentScene.ExternalChecks.ExternalChecksCanEditObject(group.UUID,agentID))
                {
                    group.UpdateExtraParam(primLocalID, type, inUse, data);
                }
            }
        }

        /// <summary>
        ///
        /// </summary>
        /// <param name="primLocalID"></param>
        /// <param name="shapeBlock"></param>
        protected internal void UpdatePrimShape(LLUUID agentID, uint primLocalID, UpdateShapeArgs shapeBlock)
        {
            SceneObjectGroup group = GetGroupByPrim(primLocalID);
            if (group != null)
            {
                if (m_parentScene.ExternalChecks.ExternalChecksCanEditObject(group.GetPartsFullID(primLocalID), agentID))
                {
                    ObjectShapePacket.ObjectDataBlock shapeData = new ObjectShapePacket.ObjectDataBlock();
                    shapeData.ObjectLocalID = shapeBlock.ObjectLocalID;
                    shapeData.PathBegin = shapeBlock.PathBegin;
                    shapeData.PathCurve = shapeBlock.PathCurve;
                    shapeData.PathEnd = shapeBlock.PathEnd;
                    shapeData.PathRadiusOffset = shapeBlock.PathRadiusOffset;
                    shapeData.PathRevolutions = shapeBlock.PathRevolutions;
                    shapeData.PathScaleX = shapeBlock.PathScaleX;
                    shapeData.PathScaleY = shapeBlock.PathScaleY;
                    shapeData.PathShearX = shapeBlock.PathShearX;
                    shapeData.PathShearY = shapeBlock.PathShearY;
                    shapeData.PathSkew = shapeBlock.PathSkew;
                    shapeData.PathTaperX = shapeBlock.PathTaperX;
                    shapeData.PathTaperY = shapeBlock.PathTaperY;
                    shapeData.PathTwist = shapeBlock.PathTwist;
                    shapeData.PathTwistBegin = shapeBlock.PathTwistBegin;
                    shapeData.ProfileBegin = shapeBlock.ProfileBegin;
                    shapeData.ProfileCurve = shapeBlock.ProfileCurve;
                    shapeData.ProfileEnd = shapeBlock.ProfileEnd;
                    shapeData.ProfileHollow = shapeBlock.ProfileHollow;

                    group.UpdateShape(shapeData, primLocalID);
                }
            }
        }

        /// <summary>
        /// Initial method invoked when we receive a link objects request from the client.
        /// </summary>
        /// <param name="client"></param>
        /// <param name="parentPrim"></param>
        /// <param name="childPrims"></param>
        protected internal void LinkObjects(IClientAPI client, uint parentPrim, List<uint> childPrims)
        {
            List<EntityBase> EntityList = GetEntities();

            SceneObjectGroup parenPrim = null;
            foreach (EntityBase ent in EntityList)
            {
                if (ent is SceneObjectGroup)
                {
                    if (((SceneObjectGroup)ent).LocalId == parentPrim)
                    {
                        parenPrim = (SceneObjectGroup)ent;
                        break;
                    }
                }
            }

            List<SceneObjectGroup> children = new List<SceneObjectGroup>();
            if (parenPrim != null)
            {
                for (int i = 0; i < childPrims.Count; i++)
                {
                    foreach (EntityBase ent in EntityList)
                    {
                        if (ent is SceneObjectGroup)
                        {
                            if (((SceneObjectGroup)ent).LocalId == childPrims[i])
                            {
                                children.Add((SceneObjectGroup)ent);
                            }
                        }
                    }
                }
            }

            foreach (SceneObjectGroup sceneObj in children)
            {
                parenPrim.LinkToGroup(sceneObj);
            }

            // We need to explicitly resend the newly link prim's object properties since no other actions
            // occur on link to invoke this elsewhere (such as object selection)
           parenPrim.RootPart.AddFlag(LLObject.ObjectFlags.CreateSelected);
            parenPrim.TriggerScriptChangedEvent(Changed.LINK);
            if (client != null)
                parenPrim.GetProperties(client);
            else
            {
                foreach (ScenePresence p in ScenePresences.Values)
                {
                    parenPrim.GetProperties(p.ControllingClient);
                }
            }
        }

        /// <summary>
        /// Delink a linkset
        /// </summary>
        /// <param name="prims"></param>
        protected internal void DelinkObjects(List<uint> primIds)
        {
            DelinkObjects(primIds, true);
        }

        protected internal void DelinkObjects(List<uint> primIds, bool sendEvents)
        {
            SceneObjectGroup parenPrim = null;

            // Need a list of the SceneObjectGroup local ids
            // XXX I'm anticipating that building this dictionary once is more efficient than
            // repeated scanning of the Entity.Values for a large number of primIds.  However, it might
            // be more efficient yet to keep this dictionary permanently on hand.

            Dictionary<uint, SceneObjectGroup> sceneObjects = new Dictionary<uint, SceneObjectGroup>();

            List<EntityBase> EntityList = GetEntities();
            foreach (EntityBase ent in EntityList)
            {
                if (ent is SceneObjectGroup)
                {
                    SceneObjectGroup obj = (SceneObjectGroup)ent;
                    sceneObjects.Add(obj.LocalId, obj);

                }
            }

            // Find the root prim among the prim ids we've been given
            for (int i = 0; i < primIds.Count; i++)
            {

                if (sceneObjects.ContainsKey(primIds[i]))
                {
                    parenPrim = sceneObjects[primIds[i]];
                    primIds.RemoveAt(i);
                    break;
                }
            }

            if (parenPrim != null)
            {
                foreach (uint childPrimId in primIds)
                {
                    parenPrim.DelinkFromGroup(childPrimId, sendEvents);
                }

                if (parenPrim.Children.Count == 1)
                {
                    // The link set has been completely torn down
                    // This is the case if you select a link set and delink
                    //
                    parenPrim.RootPart.LinkNum = 1;
                    if (sendEvents)
                        parenPrim.TriggerScriptChangedEvent(Changed.LINK);
                }
                else 
                {
                    // The link set has prims remaining. This path is taken
                    // when a subset of a link set's prims are selected
                    // and the root prim is part of that selection
                    //
                    List<SceneObjectPart> parts = new List<SceneObjectPart>(parenPrim.Children.Values);
                    
                    List<uint> unlink_ids = new List<uint>();
                    foreach (SceneObjectPart unlink_part in parts)
                        unlink_ids.Add(unlink_part.LocalId);

                    // Tear down the remaining link set
                    //
                    if (unlink_ids.Count == 2)
                    {
                        DelinkObjects(unlink_ids, true);
                        return;
                    }

                    DelinkObjects(unlink_ids, false);

                    // Send event to root prim, then we're done with it
                    parenPrim.TriggerScriptChangedEvent(Changed.LINK);

                    unlink_ids.Remove(parenPrim.RootPart.LocalId);

                    foreach (uint localId in unlink_ids)
                    {
                        SceneObjectPart nr = GetSceneObjectPart(localId);
                        nr.UpdateFlag = 0;
                    }

                    uint newRoot = unlink_ids[0];
                    unlink_ids.Remove(newRoot);

                    LinkObjects(null, newRoot, unlink_ids);
                }
            }
            else
            {
                // The selected prims were all child prims. Edit linked parts
                // without the root prim selected will get us here
                //
                List<SceneObjectGroup> parents = new List<SceneObjectGroup>();

                // If the first scan failed, we need to do a /deep/ scan of the linkages.  This is /really/ slow
                // We know that this is not the root prim now essentially, so we don't have to worry about remapping
                // which one is the root prim
                bool delinkedSomething = false;
                for (int i = 0; i < primIds.Count; i++)
                {
                    foreach (SceneObjectGroup grp in sceneObjects.Values)
                    {
                        SceneObjectPart gPart = grp.GetChildPart(primIds[i]);
                        if (gPart != null)
                        {
                            grp.DelinkFromGroup(primIds[i]);
                            delinkedSomething = true;
                            if (!parents.Contains(grp))
                                parents.Add(grp);
                        }

                    }
                }
                if (!delinkedSomething)
                {
                    m_log.InfoFormat("[SCENE]: " +
                                    "DelinkObjects(): Could not find a root prim out of {0} as given to a delink request!",
                                    primIds);
                }
                else
                {
                    foreach (SceneObjectGroup g in parents)
                    {
                        g.TriggerScriptChangedEvent(Changed.LINK);
                    }
                }
            }
        }

        protected internal void MakeObjectSearchable(IClientAPI remoteClient, bool IncludeInSearch, uint localID)
        {
            LLUUID user = remoteClient.AgentId;
            LLUUID objid = null;
            SceneObjectPart obj = null;

            List<EntityBase> EntityList = GetEntities();
            foreach (EntityBase ent in EntityList)
            {
                if (ent is SceneObjectGroup)
                {
                    foreach (KeyValuePair<LLUUID, SceneObjectPart> subent in ((SceneObjectGroup)ent).Children)
                    {
                        if (subent.Value.LocalId == localID)
                        {
                            objid = subent.Key;
                            obj = subent.Value;
                        }
                    }
                }
            }

            //Protip: In my day, we didn't call them searchable objects, we called them limited point-to-point joints
            //aka ObjectFlags.JointWheel = IncludeInSearch

            //Permissions model: Object can be REMOVED from search IFF:
            // * User owns object
            //use CanEditObject

            //Object can be ADDED to search IFF:
            // * User owns object
            // * Asset/DRM permission bit "modify" is enabled
            //use CanEditObjectPosition

            if (IncludeInSearch && m_parentScene.ExternalChecks.ExternalChecksCanEditObject(objid, user))
            {
                obj.ParentGroup.RootPart.AddFlag(LLObject.ObjectFlags.JointWheel);
            }
            else if (!IncludeInSearch && m_parentScene.ExternalChecks.ExternalChecksCanMoveObject(objid,user))
            {
                obj.ParentGroup.RootPart.RemFlag(LLObject.ObjectFlags.JointWheel);
            }
        }

        /// <summary>
        /// Duplicate the given object, Fire and Forget, No rotation, no return wrapper
        /// </summary>
        /// <param name="originalPrim"></param>
        /// <param name="offset"></param>
        /// <param name="flags"></param>
        protected internal void DuplicateObject(uint originalPrim, LLVector3 offset, uint flags, LLUUID AgentID, LLUUID GroupID)
        {
            //m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID);

            // SceneObjectGroup dupe = DuplicateObject(originalPrim, offset, flags, AgentID, GroupID, Quaternion.Zero);
            DuplicateObject(originalPrim, offset, flags, AgentID, GroupID, Quaternion.Zero);
        }
        /// <summary>
        /// Duplicate the given object.
        /// </summary>
        /// <param name="originalPrim"></param>
        /// <param name="offset"></param>
        /// <param name="flags"></param>
        protected internal SceneObjectGroup DuplicateObject(uint originalPrim, LLVector3 offset, uint flags, LLUUID AgentID, LLUUID GroupID, Quaternion rot)
        {
            //m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID);

            List<EntityBase> EntityList = GetEntities();

            SceneObjectGroup originPrim = null;
            foreach (EntityBase ent in EntityList)
            {
                if (ent is SceneObjectGroup)
                {
                    if (((SceneObjectGroup)ent).LocalId == originalPrim)
                    {
                        originPrim = (SceneObjectGroup)ent;
                        break;
                    }
                }
            }

            if (originPrim != null)
            {
                if (m_parentScene.ExternalChecks.ExternalChecksCanDuplicateObject(originPrim.Children.Count, originPrim.UUID, AgentID, originPrim.AbsolutePosition))
                {
                    SceneObjectGroup copy = originPrim.Copy(AgentID, GroupID, true);
                    copy.AbsolutePosition = copy.AbsolutePosition + offset;
                    copy.ResetIDs();

                    lock (Entities)
                    {
                        Entities.Add(copy.UUID, copy);
                    }

                    // Since we copy from a source group that is in selected
                    // state, but the copy is shown deselected in the viewer,
                    // We need to clear the selection flag here, else that
                    // prim never gets persisted at all. The client doesn't
                    // think it's selected, so it will never send a deselect...
                    copy.IsSelected = false;

                    m_numPrim += copy.Children.Count;

                    if (rot != Quaternion.Zero)
                    {
                        copy.UpdateGroupRotation(new LLQuaternion(rot.x, rot.y, rot.z, rot.w));
                    }

                    copy.CreateScriptInstances(0, false);
                    copy.HasGroupChanged = true;
                    copy.ScheduleGroupForFullUpdate();
                    return copy;
                }
            }
            else
            {
                m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID);
            }
            return null;
        }
        /// <summary>
        /// Calculates the distance between two Vector3s
        /// </summary>
        /// <param name="v1"></param>
        /// <param name="v2"></param>
        /// <returns></returns>
        protected internal float Vector3Distance(Vector3 v1, Vector3 v2)
        {
            // We don't really need the double floating point precision...
            // so casting it to a single

            return
                (float)
                Math.Sqrt((v1.x - v2.x) * (v1.x - v2.x) + (v1.y - v2.y) * (v1.y - v2.y) + (v1.z - v2.z) * (v1.z - v2.z));
        }

        #endregion
    }
}