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authorJustin Clark-Casey (justincc)2011-11-11 19:40:31 +0000
committerJustin Clark-Casey (justincc)2011-11-11 19:40:31 +0000
commit8f4955f6a94c09209cd76ee8141ed3c9b9753bc2 (patch)
tree00868b46e74b8b43261964eb8a0e3b65b6b84781
parentAdd new ScenePresenceSitTests with a single sit/stand test (diff)
parentone more jenkins test! (diff)
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Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
-rw-r--r--BUILDING.txt2
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs25
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs7
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs503
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs5
6 files changed, 285 insertions, 274 deletions
diff --git a/BUILDING.txt b/BUILDING.txt
index 90a36fb..e929cbf 100644
--- a/BUILDING.txt
+++ b/BUILDING.txt
@@ -28,3 +28,5 @@ From the distribution type:
28 28
29Helpful resources: 29Helpful resources:
30* http://opensimulator.org/wiki/Build_Instructions 30* http://opensimulator.org/wiki/Build_Instructions
31
32
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
180 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); 180 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);
181 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); 181 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);
182 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); 182 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);
183 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; 183 bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
184 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; 184 bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
185 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; 185 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
186 bool heldDown = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG; 186 bool heldDown = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG;
187 //bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY; 187 //bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY;
188 //bool mouselook = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) == AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK; 188 //bool mouselook = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) == AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK;
189 if (heldForward || heldBack || heldLeft || heldRight || heldUp || heldDown)
190 {
191 heldTurnLeft = false;
192 heldTurnRight = false;
193 }
189 194
190 // Direction in which the avatar is trying to move 195 // Direction in which the avatar is trying to move
191 Vector3 move = Vector3.Zero; 196 Vector3 move = Vector3.Zero;
@@ -363,10 +368,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
363 // Not walking 368 // Not walking
364 if (move.Z < 0) 369 if (move.Z < 0)
365 return "CROUCH"; 370 return "CROUCH";
366// else if (heldTurnLeft) 371 else if (heldTurnLeft)
367// return "TURNLEFT"; 372 return "TURNLEFT";
368// else if (heldTurnRight) 373 else if (heldTurnRight)
369// return "TURNRIGHT"; 374 return "TURNRIGHT";
370 else 375 else
371 return "STAND"; 376 return "STAND";
372 } 377 }
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index b2e5dc3..af95c28 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -1661,11 +1661,16 @@ namespace OpenSim.Region.Framework.Scenes
1661 /// <param name="childPrims"></param> 1661 /// <param name="childPrims"></param>
1662 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1662 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1663 { 1663 {
1664 SceneObjectGroup parentGroup = root.ParentGroup;
1665 if (parentGroup == null) return;
1666
1667 // Cowardly refuse to link to a group owned root
1668 if (parentGroup.OwnerID == parentGroup.GroupID)
1669 return;
1670
1664 Monitor.Enter(m_updateLock); 1671 Monitor.Enter(m_updateLock);
1665 try 1672 try
1666 { 1673 {
1667 SceneObjectGroup parentGroup = root.ParentGroup;
1668
1669 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1674 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1670 1675
1671 // We do this in reverse to get the link order of the prims correct 1676 // We do this in reverse to get the link order of the prims correct
@@ -1683,11 +1688,14 @@ namespace OpenSim.Region.Framework.Scenes
1683 1688
1684 foreach (SceneObjectGroup child in childGroups) 1689 foreach (SceneObjectGroup child in childGroups)
1685 { 1690 {
1686 parentGroup.LinkToGroup(child); 1691 if (parentGroup.OwnerID == child.OwnerID)
1692 {
1693 parentGroup.LinkToGroup(child);
1687 1694
1688 // this is here so physics gets updated! 1695 // this is here so physics gets updated!
1689 // Don't remove! Bad juju! Stay away! or fix physics! 1696 // Don't remove! Bad juju! Stay away! or fix physics!
1690 child.AbsolutePosition = child.AbsolutePosition; 1697 child.AbsolutePosition = child.AbsolutePosition;
1698 }
1691 } 1699 }
1692 1700
1693 // We need to explicitly resend the newly link prim's object properties since no other actions 1701 // We need to explicitly resend the newly link prim's object properties since no other actions
@@ -1725,9 +1733,14 @@ namespace OpenSim.Region.Framework.Scenes
1725 if (part.ParentGroup.PrimCount != 1) // Skip single 1733 if (part.ParentGroup.PrimCount != 1) // Skip single
1726 { 1734 {
1727 if (part.LinkNum < 2) // Root 1735 if (part.LinkNum < 2) // Root
1736 {
1728 rootParts.Add(part); 1737 rootParts.Add(part);
1738 }
1729 else 1739 else
1740 {
1741 part.LastOwnerID = part.ParentGroup.RootPart.LastOwnerID;
1730 childParts.Add(part); 1742 childParts.Add(part);
1743 }
1731 1744
1732 SceneObjectGroup group = part.ParentGroup; 1745 SceneObjectGroup group = part.ParentGroup;
1733 if (!affectedGroups.Contains(group)) 1746 if (!affectedGroups.Contains(group))
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
1873 } 1873 }
1874 1874
1875 /// <summary> 1875 /// <summary>
1876 /// Send metadata about the root prim (name, description, sale price, etc.) to a client. 1876 /// Send metadata about the root prim (name, description, sale price, permissions, etc.) to a client.
1877 /// </summary> 1877 /// </summary>
1878 /// <param name="client"></param> 1878 /// <param name="client"></param>
1879 public void SendPropertiesToClient(IClientAPI client) 1879 public void SendPropertiesToClient(IClientAPI client)
@@ -2481,6 +2481,11 @@ namespace OpenSim.Region.Framework.Scenes
2481 parts[i].UpdatePermissions(AgentID, field, localID, mask, addRemTF); 2481 parts[i].UpdatePermissions(AgentID, field, localID, mask, addRemTF);
2482 2482
2483 HasGroupChanged = true; 2483 HasGroupChanged = true;
2484
2485 // Send the group's properties to all clients once all parts are updated
2486 IClientAPI client;
2487 if (Scene.TryGetClient(AgentID, out client))
2488 SendPropertiesToClient(client);
2484 } 2489 }
2485 2490
2486 #endregion 2491 #endregion
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 4071159..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
257 private string m_touchName = String.Empty; 257 private string m_touchName = String.Empty;
258 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); 258 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5);
259 private readonly Stack<UndoState> m_redo = new Stack<UndoState>(5); 259 private readonly Stack<UndoState> m_redo = new Stack<UndoState>(5);
260 private UUID _creatorID;
261 260
262 private bool m_passTouches; 261 private bool m_passTouches;
263 262
@@ -343,19 +342,14 @@ namespace OpenSim.Region.Framework.Scenes
343 m_name = "Primitive"; 342 m_name = "Primitive";
344 343
345 Rezzed = DateTime.UtcNow; 344 Rezzed = DateTime.UtcNow;
346 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 345 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
347 _ownerID = ownerID; 346 LastOwnerID = CreatorID = OwnerID = ownerID;
348 _creatorID = _ownerID;
349 _lastOwnerID = UUID.Zero;
350 UUID = UUID.Random(); 347 UUID = UUID.Random();
351 Shape = shape; 348 Shape = shape;
352 // Todo: Add More Object Parameter from above! 349 OwnershipCost = 0;
353 _ownershipCost = 0; 350 ObjectSaleType = 0;
354 _objectSaleType = 0; 351 SalePrice = 0;
355 _salePrice = 0; 352 Category = 0;
356 _category = 0;
357 _lastOwnerID = _creatorID;
358 // End Todo: ///
359 GroupPosition = groupPosition; 353 GroupPosition = groupPosition;
360 OffsetPosition = offsetPosition; 354 OffsetPosition = offsetPosition;
361 RotationOffset = rotationOffset; 355 RotationOffset = rotationOffset;
@@ -400,20 +394,15 @@ namespace OpenSim.Region.Framework.Scenes
400 private DateTime m_expires; 394 private DateTime m_expires;
401 private DateTime m_rezzed; 395 private DateTime m_rezzed;
402 private bool m_createSelected = false; 396 private bool m_createSelected = false;
403 private string m_creatorData = string.Empty;
404 397
398 private UUID _creatorID;
405 public UUID CreatorID 399 public UUID CreatorID
406 { 400 {
407 get 401 get { return _creatorID; }
408 { 402 set { _creatorID = value; }
409 return _creatorID;
410 }
411 set
412 {
413 _creatorID = value;
414 }
415 } 403 }
416 404
405 private string m_creatorData = string.Empty;
417 /// <summary> 406 /// <summary>
418 /// Data about the creator in the form profile_url;name 407 /// Data about the creator in the form profile_url;name
419 /// </summary> 408 /// </summary>
@@ -432,16 +421,16 @@ namespace OpenSim.Region.Framework.Scenes
432 { 421 {
433 get 422 get
434 { 423 {
435 if (m_creatorData != null && m_creatorData != string.Empty) 424 if (CreatorData != null && CreatorData != string.Empty)
436 return _creatorID.ToString() + ';' + m_creatorData; 425 return CreatorID.ToString() + ';' + CreatorData;
437 else 426 else
438 return _creatorID.ToString(); 427 return CreatorID.ToString();
439 } 428 }
440 set 429 set
441 { 430 {
442 if ((value == null) || (value != null && value == string.Empty)) 431 if ((value == null) || (value != null && value == string.Empty))
443 { 432 {
444 m_creatorData = string.Empty; 433 CreatorData = string.Empty;
445 return; 434 return;
446 } 435 }
447 436
@@ -449,7 +438,7 @@ namespace OpenSim.Region.Framework.Scenes
449 { 438 {
450 UUID uuid = UUID.Zero; 439 UUID uuid = UUID.Zero;
451 UUID.TryParse(value, out uuid); 440 UUID.TryParse(value, out uuid);
452 _creatorID = uuid; 441 CreatorID = uuid;
453 } 442 }
454 else // <uuid>[;<endpoint>[;name]] 443 else // <uuid>[;<endpoint>[;name]]
455 { 444 {
@@ -459,14 +448,14 @@ namespace OpenSim.Region.Framework.Scenes
459 { 448 {
460 UUID uuid = UUID.Zero; 449 UUID uuid = UUID.Zero;
461 UUID.TryParse(parts[0], out uuid); 450 UUID.TryParse(parts[0], out uuid);
462 _creatorID = uuid; 451 CreatorID = uuid;
463 } 452 }
464 if (parts.Length >= 2) 453 if (parts.Length >= 2)
465 m_creatorData = parts[1]; 454 CreatorData = parts[1];
466 if (parts.Length >= 3) 455 if (parts.Length >= 3)
467 name = parts[2]; 456 name = parts[2];
468 457
469 m_creatorData += ';' + name; 458 CreatorData += ';' + name;
470 459
471 } 460 }
472 } 461 }
@@ -684,14 +673,14 @@ namespace OpenSim.Region.Framework.Scenes
684 { 673 {
685 // If this is a linkset, we don't want the physics engine mucking up our group position here. 674 // If this is a linkset, we don't want the physics engine mucking up our group position here.
686 PhysicsActor actor = PhysActor; 675 PhysicsActor actor = PhysActor;
687 if (actor != null && _parentID == 0) 676 if (actor != null && ParentID == 0)
688 { 677 {
689 m_groupPosition = actor.Position; 678 m_groupPosition = actor.Position;
690 } 679 }
691 680
692 if (m_parentGroup.IsAttachment) 681 if (ParentGroup.IsAttachment)
693 { 682 {
694 ScenePresence sp = m_parentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar); 683 ScenePresence sp = ParentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar);
695 if (sp != null) 684 if (sp != null)
696 return sp.AbsolutePosition; 685 return sp.AbsolutePosition;
697 } 686 }
@@ -708,7 +697,7 @@ namespace OpenSim.Region.Framework.Scenes
708 try 697 try
709 { 698 {
710 // Root prim actually goes at Position 699 // Root prim actually goes at Position
711 if (_parentID == 0) 700 if (ParentID == 0)
712 { 701 {
713 actor.Position = value; 702 actor.Position = value;
714 } 703 }
@@ -720,7 +709,7 @@ namespace OpenSim.Region.Framework.Scenes
720 } 709 }
721 710
722 // Tell the physics engines that this prim changed. 711 // Tell the physics engines that this prim changed.
723 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 712 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
724 } 713 }
725 catch (Exception e) 714 catch (Exception e)
726 { 715 {
@@ -729,10 +718,10 @@ namespace OpenSim.Region.Framework.Scenes
729 } 718 }
730 719
731 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too 720 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
732 if (m_sitTargetAvatar != UUID.Zero) 721 if (SitTargetAvatar != UUID.Zero)
733 { 722 {
734 ScenePresence avatar; 723 ScenePresence avatar;
735 if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar)) 724 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
736 { 725 {
737 avatar.ParentPosition = GetWorldPosition(); 726 avatar.ParentPosition = GetWorldPosition();
738 } 727 }
@@ -751,14 +740,14 @@ namespace OpenSim.Region.Framework.Scenes
751 if (ParentGroup != null && !ParentGroup.IsDeleted) 740 if (ParentGroup != null && !ParentGroup.IsDeleted)
752 { 741 {
753 PhysicsActor actor = PhysActor; 742 PhysicsActor actor = PhysActor;
754 if (_parentID != 0 && actor != null) 743 if (ParentID != 0 && actor != null)
755 { 744 {
756 actor.Position = GetWorldPosition(); 745 actor.Position = GetWorldPosition();
757 actor.Orientation = GetWorldRotation(); 746 actor.Orientation = GetWorldRotation();
758 747
759 // Tell the physics engines that this prim changed. 748 // Tell the physics engines that this prim changed.
760 if (m_parentGroup.Scene != null) 749 if (ParentGroup.Scene != null)
761 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 750 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
762 } 751 }
763 } 752 }
764 } 753 }
@@ -770,7 +759,7 @@ namespace OpenSim.Region.Framework.Scenes
770 { 759 {
771 if (IsRoot) 760 if (IsRoot)
772 { 761 {
773 if (m_parentGroup.IsAttachment) 762 if (ParentGroup.IsAttachment)
774 return AttachedPos; 763 return AttachedPos;
775 else 764 else
776 return AbsolutePosition; 765 return AbsolutePosition;
@@ -788,7 +777,7 @@ namespace OpenSim.Region.Framework.Scenes
788 { 777 {
789 // We don't want the physics engine mucking up the rotations in a linkset 778 // We don't want the physics engine mucking up the rotations in a linkset
790 PhysicsActor actor = PhysActor; 779 PhysicsActor actor = PhysActor;
791 if (_parentID == 0 && (Shape.PCode != 9 || Shape.State == 0) && actor != null) 780 if (ParentID == 0 && (Shape.PCode != 9 || Shape.State == 0) && actor != null)
792 { 781 {
793 if (actor.Orientation.X != 0f || actor.Orientation.Y != 0f 782 if (actor.Orientation.X != 0f || actor.Orientation.Y != 0f
794 || actor.Orientation.Z != 0f || actor.Orientation.W != 0f) 783 || actor.Orientation.Z != 0f || actor.Orientation.W != 0f)
@@ -818,7 +807,7 @@ namespace OpenSim.Region.Framework.Scenes
818 try 807 try
819 { 808 {
820 // Root prim gets value directly 809 // Root prim gets value directly
821 if (_parentID == 0) 810 if (ParentID == 0)
822 { 811 {
823 actor.Orientation = value; 812 actor.Orientation = value;
824 //m_log.Info("[PART]: RO1:" + actor.Orientation.ToString()); 813 //m_log.Info("[PART]: RO1:" + actor.Orientation.ToString());
@@ -831,8 +820,8 @@ namespace OpenSim.Region.Framework.Scenes
831 //m_log.Info("[PART]: RO2:" + actor.Orientation.ToString()); 820 //m_log.Info("[PART]: RO2:" + actor.Orientation.ToString());
832 } 821 }
833 822
834 if (m_parentGroup != null) 823 if (ParentGroup != null)
835 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 824 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
836 //} 825 //}
837 } 826 }
838 catch (Exception ex) 827 catch (Exception ex)
@@ -877,7 +866,7 @@ namespace OpenSim.Region.Framework.Scenes
877 if (actor.IsPhysical) 866 if (actor.IsPhysical)
878 { 867 {
879 actor.Velocity = value; 868 actor.Velocity = value;
880 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 869 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
881 } 870 }
882 } 871 }
883 } 872 }
@@ -1012,9 +1001,9 @@ namespace OpenSim.Region.Framework.Scenes
1012 PhysicsActor actor = PhysActor; 1001 PhysicsActor actor = PhysActor;
1013 if (actor != null) 1002 if (actor != null)
1014 { 1003 {
1015 if (m_parentGroup.Scene != null) 1004 if (ParentGroup.Scene != null)
1016 { 1005 {
1017 if (m_parentGroup.Scene.PhysicsScene != null) 1006 if (ParentGroup.Scene.PhysicsScene != null)
1018 { 1007 {
1019 actor.Size = m_shape.Scale; 1008 actor.Size = m_shape.Scale;
1020 1009
@@ -1076,7 +1065,7 @@ namespace OpenSim.Region.Framework.Scenes
1076 { 1065 {
1077 get 1066 get
1078 { 1067 {
1079 if (m_parentGroup.IsAttachment) 1068 if (ParentGroup.IsAttachment)
1080 return GroupPosition; 1069 return GroupPosition;
1081 1070
1082 return m_offsetPosition + m_groupPosition; 1071 return m_offsetPosition + m_groupPosition;
@@ -1086,6 +1075,7 @@ namespace OpenSim.Region.Framework.Scenes
1086 public SceneObjectGroup ParentGroup 1075 public SceneObjectGroup ParentGroup
1087 { 1076 {
1088 get { return m_parentGroup; } 1077 get { return m_parentGroup; }
1078 private set { m_parentGroup = value; }
1089 } 1079 }
1090 1080
1091 public scriptEvents ScriptEvents 1081 public scriptEvents ScriptEvents
@@ -1338,22 +1328,6 @@ namespace OpenSim.Region.Framework.Scenes
1338 client.SendObjectPropertiesReply(this); 1328 client.SendObjectPropertiesReply(this);
1339 } 1329 }
1340 1330
1341 /// <summary>
1342 /// For the scene object group to which this part belongs, send that scene object's root part properties to a client.
1343 /// </summary>
1344 /// <param name="AgentID"></param>
1345 private void SendRootPartPropertiesToClient(UUID AgentID)
1346 {
1347 m_parentGroup.Scene.ForEachClient(delegate(IClientAPI client)
1348 {
1349 // Ugly reference :(
1350 if (client.AgentId == AgentID)
1351 {
1352 m_parentGroup.SendPropertiesToClient(client);
1353 }
1354 });
1355 }
1356
1357 // TODO: unused: 1331 // TODO: unused:
1358 // private void handleTimerAccounting(uint localID, double interval) 1332 // private void handleTimerAccounting(uint localID, double interval)
1359 // { 1333 // {
@@ -1404,7 +1378,7 @@ namespace OpenSim.Region.Framework.Scenes
1404 /// </summary> 1378 /// </summary>
1405 public void AddFullUpdateToAllAvatars() 1379 public void AddFullUpdateToAllAvatars()
1406 { 1380 {
1407 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1381 ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
1408 { 1382 {
1409 AddFullUpdateToAvatar(avatar); 1383 AddFullUpdateToAvatar(avatar);
1410 }); 1384 });
@@ -1431,7 +1405,7 @@ namespace OpenSim.Region.Framework.Scenes
1431 /// Terse updates 1405 /// Terse updates
1432 public void AddTerseUpdateToAllAvatars() 1406 public void AddTerseUpdateToAllAvatars()
1433 { 1407 {
1434 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1408 ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
1435 { 1409 {
1436 AddTerseUpdateToAvatar(avatar); 1410 AddTerseUpdateToAvatar(avatar);
1437 }); 1411 });
@@ -1469,7 +1443,7 @@ namespace OpenSim.Region.Framework.Scenes
1469 if (volume < 0) 1443 if (volume < 0)
1470 volume = 0; 1444 volume = 0;
1471 1445
1472 m_parentGroup.Scene.ForEachRootClient(delegate(IClientAPI client) 1446 ParentGroup.Scene.ForEachRootClient(delegate(IClientAPI client)
1473 { 1447 {
1474 client.SendAttachedSoundGainChange(UUID, (float)volume); 1448 client.SendAttachedSoundGainChange(UUID, (float)volume);
1475 }); 1449 });
@@ -1495,9 +1469,9 @@ namespace OpenSim.Region.Framework.Scenes
1495 impulse = newimpulse; 1469 impulse = newimpulse;
1496 } 1470 }
1497 1471
1498 if (m_parentGroup != null) 1472 if (ParentGroup != null)
1499 { 1473 {
1500 m_parentGroup.applyImpulse(impulse); 1474 ParentGroup.applyImpulse(impulse);
1501 } 1475 }
1502 } 1476 }
1503 1477
@@ -1521,7 +1495,7 @@ namespace OpenSim.Region.Framework.Scenes
1521 impulse = newimpulse; 1495 impulse = newimpulse;
1522 } 1496 }
1523 1497
1524 m_parentGroup.applyAngularImpulse(impulse); 1498 ParentGroup.applyAngularImpulse(impulse);
1525 } 1499 }
1526 1500
1527 /// <summary> 1501 /// <summary>
@@ -1544,7 +1518,7 @@ namespace OpenSim.Region.Framework.Scenes
1544 impulse = newimpulse; 1518 impulse = newimpulse;
1545 } 1519 }
1546 1520
1547 m_parentGroup.setAngularImpulse(impulse); 1521 ParentGroup.setAngularImpulse(impulse);
1548 } 1522 }
1549 1523
1550 /// <summary> 1524 /// <summary>
@@ -1576,11 +1550,11 @@ namespace OpenSim.Region.Framework.Scenes
1576 1550
1577 // 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 1551 // 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
1578 // or flexible 1552 // or flexible
1579 if (!isPhantom && !m_parentGroup.IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) 1553 if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1580 { 1554 {
1581 try 1555 try
1582 { 1556 {
1583 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( 1557 PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape(
1584 string.Format("{0}/{1}", Name, UUID), 1558 string.Format("{0}/{1}", Name, UUID),
1585 Shape, 1559 Shape,
1586 AbsolutePosition, 1560 AbsolutePosition,
@@ -1647,8 +1621,8 @@ namespace OpenSim.Region.Framework.Scenes
1647 if (!userExposed) 1621 if (!userExposed)
1648 dupe.PhysActor = null; 1622 dupe.PhysActor = null;
1649 1623
1650 dupe._ownerID = AgentID; 1624 dupe.OwnerID = AgentID;
1651 dupe._groupID = GroupID; 1625 dupe.GroupID = GroupID;
1652 dupe.GroupPosition = GroupPosition; 1626 dupe.GroupPosition = GroupPosition;
1653 dupe.OffsetPosition = OffsetPosition; 1627 dupe.OffsetPosition = OffsetPosition;
1654 dupe.RotationOffset = RotationOffset; 1628 dupe.RotationOffset = RotationOffset;
@@ -1657,10 +1631,10 @@ namespace OpenSim.Region.Framework.Scenes
1657 dupe.AngularVelocity = new Vector3(0, 0, 0); 1631 dupe.AngularVelocity = new Vector3(0, 0, 0);
1658 dupe.Flags = Flags; 1632 dupe.Flags = Flags;
1659 1633
1660 dupe._ownershipCost = _ownershipCost; 1634 dupe.OwnershipCost = OwnershipCost;
1661 dupe._objectSaleType = _objectSaleType; 1635 dupe.ObjectSaleType = ObjectSaleType;
1662 dupe._salePrice = _salePrice; 1636 dupe.SalePrice = SalePrice;
1663 dupe._category = _category; 1637 dupe.Category = Category;
1664 dupe.m_rezzed = m_rezzed; 1638 dupe.m_rezzed = m_rezzed;
1665 1639
1666 dupe.m_inventory = new SceneObjectPartInventory(dupe); 1640 dupe.m_inventory = new SceneObjectPartInventory(dupe);
@@ -1679,7 +1653,7 @@ namespace OpenSim.Region.Framework.Scenes
1679 // Move afterwards ResetIDs as it clears the localID 1653 // Move afterwards ResetIDs as it clears the localID
1680 dupe.LocalId = localID; 1654 dupe.LocalId = localID;
1681 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1655 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1682 dupe._lastOwnerID = OwnerID; 1656 dupe.LastOwnerID = OwnerID;
1683 1657
1684 byte[] extraP = new byte[Shape.ExtraParams.Length]; 1658 byte[] extraP = new byte[Shape.ExtraParams.Length];
1685 Array.Copy(Shape.ExtraParams, extraP, extraP.Length); 1659 Array.Copy(Shape.ExtraParams, extraP, extraP.Length);
@@ -1766,7 +1740,7 @@ namespace OpenSim.Region.Framework.Scenes
1766 } 1740 }
1767 } 1741 }
1768 1742
1769 SceneObjectPart trackedBody = m_parentGroup.Scene.GetSceneObjectPart(trackedBodyName); // FIXME: causes a sequential lookup 1743 SceneObjectPart trackedBody = ParentGroup.Scene.GetSceneObjectPart(trackedBodyName); // FIXME: causes a sequential lookup
1770 Quaternion localRotation = Quaternion.Identity; 1744 Quaternion localRotation = Quaternion.Identity;
1771 if (trackedBody != null) 1745 if (trackedBody != null)
1772 { 1746 {
@@ -1779,7 +1753,7 @@ namespace OpenSim.Region.Framework.Scenes
1779 1753
1780 PhysicsJoint joint; 1754 PhysicsJoint joint;
1781 1755
1782 joint = m_parentGroup.Scene.PhysicsScene.RequestJointCreation(Name, jointType, 1756 joint = ParentGroup.Scene.PhysicsScene.RequestJointCreation(Name, jointType,
1783 AbsolutePosition, 1757 AbsolutePosition,
1784 this.RotationOffset, 1758 this.RotationOffset,
1785 Description, 1759 Description,
@@ -1804,7 +1778,7 @@ namespace OpenSim.Region.Framework.Scenes
1804 else 1778 else
1805 { 1779 {
1806 // here we turn off the joint object, so remove the joint from the physics scene 1780 // here we turn off the joint object, so remove the joint from the physics scene
1807 m_parentGroup.Scene.PhysicsScene.RequestJointDeletion(Name); // FIXME: what if the name changed? 1781 ParentGroup.Scene.PhysicsScene.RequestJointDeletion(Name); // FIXME: what if the name changed?
1808 1782
1809 // make sure client isn't interpolating the joint proxy object 1783 // make sure client isn't interpolating the joint proxy object
1810 Velocity = Vector3.Zero; 1784 Velocity = Vector3.Zero;
@@ -1846,7 +1820,7 @@ namespace OpenSim.Region.Framework.Scenes
1846 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) 1820 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew))
1847 { 1821 {
1848 // destroy all joints connected to this now deactivated body 1822 // destroy all joints connected to this now deactivated body
1849 m_parentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(PhysActor); 1823 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(PhysActor);
1850 } 1824 }
1851 1825
1852 // stop client-side interpolation of all joint proxy objects that have just been deleted 1826 // stop client-side interpolation of all joint proxy objects that have just been deleted
@@ -1880,7 +1854,7 @@ namespace OpenSim.Region.Framework.Scenes
1880 1854
1881 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; 1855 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
1882 PhysActor.OnOutOfBounds += PhysicsOutOfBounds; 1856 PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
1883 if (_parentID != 0 && _parentID != LocalId) 1857 if (ParentID != 0 && ParentID != LocalId)
1884 { 1858 {
1885 if (ParentGroup.RootPart.PhysActor != null) 1859 if (ParentGroup.RootPart.PhysActor != null)
1886 { 1860 {
@@ -1896,7 +1870,7 @@ namespace OpenSim.Region.Framework.Scenes
1896 if (Shape.SculptEntry) 1870 if (Shape.SculptEntry)
1897 CheckSculptAndLoad(); 1871 CheckSculptAndLoad();
1898 else 1872 else
1899 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); 1873 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
1900 } 1874 }
1901 } 1875 }
1902 } 1876 }
@@ -1919,58 +1893,58 @@ namespace OpenSim.Region.Framework.Scenes
1919 1893
1920 public bool GetDieAtEdge() 1894 public bool GetDieAtEdge()
1921 { 1895 {
1922 if (m_parentGroup.IsDeleted) 1896 if (ParentGroup.IsDeleted)
1923 return false; 1897 return false;
1924 1898
1925 return m_parentGroup.RootPart.DIE_AT_EDGE; 1899 return ParentGroup.RootPart.DIE_AT_EDGE;
1926 } 1900 }
1927 1901
1928 public bool GetReturnAtEdge() 1902 public bool GetReturnAtEdge()
1929 { 1903 {
1930 if (m_parentGroup.IsDeleted) 1904 if (ParentGroup.IsDeleted)
1931 return false; 1905 return false;
1932 1906
1933 return m_parentGroup.RootPart.RETURN_AT_EDGE; 1907 return ParentGroup.RootPart.RETURN_AT_EDGE;
1934 } 1908 }
1935 1909
1936 public void SetReturnAtEdge(bool p) 1910 public void SetReturnAtEdge(bool p)
1937 { 1911 {
1938 if (m_parentGroup.IsDeleted) 1912 if (ParentGroup.IsDeleted)
1939 return; 1913 return;
1940 1914
1941 m_parentGroup.RootPart.RETURN_AT_EDGE = p; 1915 ParentGroup.RootPart.RETURN_AT_EDGE = p;
1942 } 1916 }
1943 1917
1944 public bool GetBlockGrab() 1918 public bool GetBlockGrab()
1945 { 1919 {
1946 if (m_parentGroup.IsDeleted) 1920 if (ParentGroup.IsDeleted)
1947 return false; 1921 return false;
1948 1922
1949 return m_parentGroup.RootPart.BlockGrab; 1923 return ParentGroup.RootPart.BlockGrab;
1950 } 1924 }
1951 1925
1952 public void SetBlockGrab(bool p) 1926 public void SetBlockGrab(bool p)
1953 { 1927 {
1954 if (m_parentGroup.IsDeleted) 1928 if (ParentGroup.IsDeleted)
1955 return; 1929 return;
1956 1930
1957 m_parentGroup.RootPart.BlockGrab = p; 1931 ParentGroup.RootPart.BlockGrab = p;
1958 } 1932 }
1959 1933
1960 public void SetStatusSandbox(bool p) 1934 public void SetStatusSandbox(bool p)
1961 { 1935 {
1962 if (m_parentGroup.IsDeleted) 1936 if (ParentGroup.IsDeleted)
1963 return; 1937 return;
1964 StatusSandboxPos = m_parentGroup.RootPart.AbsolutePosition; 1938 StatusSandboxPos = ParentGroup.RootPart.AbsolutePosition;
1965 m_parentGroup.RootPart.StatusSandbox = p; 1939 ParentGroup.RootPart.StatusSandbox = p;
1966 } 1940 }
1967 1941
1968 public bool GetStatusSandbox() 1942 public bool GetStatusSandbox()
1969 { 1943 {
1970 if (m_parentGroup.IsDeleted) 1944 if (ParentGroup.IsDeleted)
1971 return false; 1945 return false;
1972 1946
1973 return m_parentGroup.RootPart.StatusSandbox; 1947 return ParentGroup.RootPart.StatusSandbox;
1974 } 1948 }
1975 1949
1976 public int GetAxisRotation(int axis) 1950 public int GetAxisRotation(int axis)
@@ -2080,7 +2054,7 @@ namespace OpenSim.Region.Framework.Scenes
2080 { 2054 {
2081 if (tau > 0) 2055 if (tau > 0)
2082 { 2056 {
2083 m_parentGroup.moveToTarget(target, tau); 2057 ParentGroup.moveToTarget(target, tau);
2084 } 2058 }
2085 else 2059 else
2086 { 2060 {
@@ -2096,12 +2070,12 @@ namespace OpenSim.Region.Framework.Scenes
2096 /// <param name="tau">Number of seconds over which to reach target</param> 2070 /// <param name="tau">Number of seconds over which to reach target</param>
2097 public void SetHoverHeight(float height, PIDHoverType hoverType, float tau) 2071 public void SetHoverHeight(float height, PIDHoverType hoverType, float tau)
2098 { 2072 {
2099 m_parentGroup.SetHoverHeight(height, hoverType, tau); 2073 ParentGroup.SetHoverHeight(height, hoverType, tau);
2100 } 2074 }
2101 2075
2102 public void StopHover() 2076 public void StopHover()
2103 { 2077 {
2104 m_parentGroup.SetHoverHeight(0f, PIDHoverType.Ground, 0f); 2078 ParentGroup.SetHoverHeight(0f, PIDHoverType.Ground, 0f);
2105 } 2079 }
2106 2080
2107 public virtual void OnGrab(Vector3 offsetPos, IClientAPI remoteClient) 2081 public virtual void OnGrab(Vector3 offsetPos, IClientAPI remoteClient)
@@ -2152,7 +2126,7 @@ namespace OpenSim.Region.Framework.Scenes
2152 m_lastColliders.Remove(localID); 2126 m_lastColliders.Remove(localID);
2153 } 2127 }
2154 2128
2155 if (m_parentGroup.IsDeleted) 2129 if (ParentGroup.IsDeleted)
2156 return; 2130 return;
2157 2131
2158 // play the sound. 2132 // play the sound.
@@ -2161,7 +2135,7 @@ namespace OpenSim.Region.Framework.Scenes
2161 SendSound(CollisionSound.ToString(), CollisionSoundVolume, true, (byte)0, 0, false, false); 2135 SendSound(CollisionSound.ToString(), CollisionSoundVolume, true, (byte)0, 0, false, false);
2162 } 2136 }
2163 2137
2164 if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.collision_start) != 0) 2138 if ((ParentGroup.RootPart.ScriptEvents & scriptEvents.collision_start) != 0)
2165 { 2139 {
2166 // do event notification 2140 // do event notification
2167 if (startedColliders.Count > 0) 2141 if (startedColliders.Count > 0)
@@ -2172,30 +2146,30 @@ namespace OpenSim.Region.Framework.Scenes
2172 { 2146 {
2173 if (localId == 0) 2147 if (localId == 0)
2174 continue; 2148 continue;
2175 2149
2176 if (m_parentGroup.Scene == null) 2150 if (ParentGroup.Scene == null)
2177 return; 2151 return;
2178 2152
2179 SceneObjectPart obj = m_parentGroup.Scene.GetSceneObjectPart(localId); 2153 SceneObjectPart obj = ParentGroup.Scene.GetSceneObjectPart(localId);
2180 string data = ""; 2154 string data = "";
2181 if (obj != null) 2155 if (obj != null)
2182 { 2156 {
2183 if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.UUID.ToString()) 2157 if (ParentGroup.RootPart.CollisionFilter.ContainsValue(obj.UUID.ToString())
2184 || m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.Name)) 2158 || ParentGroup.RootPart.CollisionFilter.ContainsValue(obj.Name))
2185 { 2159 {
2186 bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1,out data); 2160 bool found = ParentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
2187 //If it is 1, it is to accept ONLY collisions from this object 2161 //If it is 1, it is to accept ONLY collisions from this object
2188 if (found) 2162 if (found)
2189 { 2163 {
2190 DetectedObject detobj = new DetectedObject(); 2164 DetectedObject detobj = new DetectedObject();
2191 detobj.keyUUID = obj.UUID; 2165 detobj.keyUUID = obj.UUID;
2192 detobj.nameStr = obj.Name; 2166 detobj.nameStr = obj.Name;
2193 detobj.ownerUUID = obj._ownerID; 2167 detobj.ownerUUID = obj.OwnerID;
2194 detobj.posVector = obj.AbsolutePosition; 2168 detobj.posVector = obj.AbsolutePosition;
2195 detobj.rotQuat = obj.GetWorldRotation(); 2169 detobj.rotQuat = obj.GetWorldRotation();
2196 detobj.velVector = obj.Velocity; 2170 detobj.velVector = obj.Velocity;
2197 detobj.colliderType = 0; 2171 detobj.colliderType = 0;
2198 detobj.groupUUID = obj._groupID; 2172 detobj.groupUUID = obj.GroupID;
2199 colliding.Add(detobj); 2173 colliding.Add(detobj);
2200 } 2174 }
2201 //If it is 0, it is to not accept collisions from this object 2175 //If it is 0, it is to not accept collisions from this object
@@ -2205,33 +2179,33 @@ namespace OpenSim.Region.Framework.Scenes
2205 } 2179 }
2206 else 2180 else
2207 { 2181 {
2208 bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1,out data); 2182 bool found = ParentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
2209 //If it is 1, it is to accept ONLY collisions from this object, so this other object will not work 2183 //If it is 1, it is to accept ONLY collisions from this object, so this other object will not work
2210 if (!found) 2184 if (!found)
2211 { 2185 {
2212 DetectedObject detobj = new DetectedObject(); 2186 DetectedObject detobj = new DetectedObject();
2213 detobj.keyUUID = obj.UUID; 2187 detobj.keyUUID = obj.UUID;
2214 detobj.nameStr = obj.Name; 2188 detobj.nameStr = obj.Name;
2215 detobj.ownerUUID = obj._ownerID; 2189 detobj.ownerUUID = obj.OwnerID;
2216 detobj.posVector = obj.AbsolutePosition; 2190 detobj.posVector = obj.AbsolutePosition;
2217 detobj.rotQuat = obj.GetWorldRotation(); 2191 detobj.rotQuat = obj.GetWorldRotation();
2218 detobj.velVector = obj.Velocity; 2192 detobj.velVector = obj.Velocity;
2219 detobj.colliderType = 0; 2193 detobj.colliderType = 0;
2220 detobj.groupUUID = obj._groupID; 2194 detobj.groupUUID = obj.GroupID;
2221 colliding.Add(detobj); 2195 colliding.Add(detobj);
2222 } 2196 }
2223 } 2197 }
2224 } 2198 }
2225 else 2199 else
2226 { 2200 {
2227 m_parentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence av) 2201 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence av)
2228 { 2202 {
2229 if (av.LocalId == localId) 2203 if (av.LocalId == localId)
2230 { 2204 {
2231 if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.UUID.ToString()) 2205 if (ParentGroup.RootPart.CollisionFilter.ContainsValue(av.UUID.ToString())
2232 || m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.Name)) 2206 || ParentGroup.RootPart.CollisionFilter.ContainsValue(av.Name))
2233 { 2207 {
2234 bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data); 2208 bool found = ParentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
2235 //If it is 1, it is to accept ONLY collisions from this avatar 2209 //If it is 1, it is to accept ONLY collisions from this avatar
2236 if (found) 2210 if (found)
2237 { 2211 {
@@ -2253,7 +2227,7 @@ namespace OpenSim.Region.Framework.Scenes
2253 } 2227 }
2254 else 2228 else
2255 { 2229 {
2256 bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data); 2230 bool found = ParentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
2257 //If it is 1, it is to accept ONLY collisions from this avatar, so this other avatar will not work 2231 //If it is 1, it is to accept ONLY collisions from this avatar, so this other avatar will not work
2258 if (!found) 2232 if (!found)
2259 { 2233 {
@@ -2278,8 +2252,8 @@ namespace OpenSim.Region.Framework.Scenes
2278 if (colliding.Count > 0) 2252 if (colliding.Count > 0)
2279 { 2253 {
2280 StartCollidingMessage.Colliders = colliding; 2254 StartCollidingMessage.Colliders = colliding;
2281 2255
2282 if (m_parentGroup.Scene == null) 2256 if (ParentGroup.Scene == null)
2283 return; 2257 return;
2284 2258
2285// if (m_parentGroup.PassCollision == true) 2259// if (m_parentGroup.PassCollision == true)
@@ -2287,12 +2261,12 @@ namespace OpenSim.Region.Framework.Scenes
2287// //TODO: Add pass to root prim! 2261// //TODO: Add pass to root prim!
2288// } 2262// }
2289 2263
2290 m_parentGroup.Scene.EventManager.TriggerScriptCollidingStart(LocalId, StartCollidingMessage); 2264 ParentGroup.Scene.EventManager.TriggerScriptCollidingStart(LocalId, StartCollidingMessage);
2291 } 2265 }
2292 } 2266 }
2293 } 2267 }
2294 2268
2295 if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.collision) != 0) 2269 if ((ParentGroup.RootPart.ScriptEvents & scriptEvents.collision) != 0)
2296 { 2270 {
2297 if (m_lastColliders.Count > 0) 2271 if (m_lastColliders.Count > 0)
2298 { 2272 {
@@ -2304,29 +2278,29 @@ namespace OpenSim.Region.Framework.Scenes
2304 if (localId == 0) 2278 if (localId == 0)
2305 continue; 2279 continue;
2306 2280
2307 if (m_parentGroup.Scene == null) 2281 if (ParentGroup.Scene == null)
2308 return; 2282 return;
2309 2283
2310 SceneObjectPart obj = m_parentGroup.Scene.GetSceneObjectPart(localId); 2284 SceneObjectPart obj = ParentGroup.Scene.GetSceneObjectPart(localId);
2311 string data = ""; 2285 string data = "";
2312 if (obj != null) 2286 if (obj != null)
2313 { 2287 {
2314 if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.UUID.ToString()) 2288 if (ParentGroup.RootPart.CollisionFilter.ContainsValue(obj.UUID.ToString())
2315 || m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.Name)) 2289 || ParentGroup.RootPart.CollisionFilter.ContainsValue(obj.Name))
2316 { 2290 {
2317 bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1,out data); 2291 bool found = ParentGroup.RootPart.CollisionFilter.TryGetValue(1,out data);
2318 //If it is 1, it is to accept ONLY collisions from this object 2292 //If it is 1, it is to accept ONLY collisions from this object
2319 if (found) 2293 if (found)
2320 { 2294 {
2321 DetectedObject detobj = new DetectedObject(); 2295 DetectedObject detobj = new DetectedObject();
2322 detobj.keyUUID = obj.UUID; 2296 detobj.keyUUID = obj.UUID;
2323 detobj.nameStr = obj.Name; 2297 detobj.nameStr = obj.Name;
2324 detobj.ownerUUID = obj._ownerID; 2298 detobj.ownerUUID = obj.OwnerID;
2325 detobj.posVector = obj.AbsolutePosition; 2299 detobj.posVector = obj.AbsolutePosition;
2326 detobj.rotQuat = obj.GetWorldRotation(); 2300 detobj.rotQuat = obj.GetWorldRotation();
2327 detobj.velVector = obj.Velocity; 2301 detobj.velVector = obj.Velocity;
2328 detobj.colliderType = 0; 2302 detobj.colliderType = 0;
2329 detobj.groupUUID = obj._groupID; 2303 detobj.groupUUID = obj.GroupID;
2330 colliding.Add(detobj); 2304 colliding.Add(detobj);
2331 } 2305 }
2332 //If it is 0, it is to not accept collisions from this object 2306 //If it is 0, it is to not accept collisions from this object
@@ -2336,33 +2310,33 @@ namespace OpenSim.Region.Framework.Scenes
2336 } 2310 }
2337 else 2311 else
2338 { 2312 {
2339 bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1,out data); 2313 bool found = ParentGroup.RootPart.CollisionFilter.TryGetValue(1,out data);
2340 //If it is 1, it is to accept ONLY collisions from this object, so this other object will not work 2314 //If it is 1, it is to accept ONLY collisions from this object, so this other object will not work
2341 if (!found) 2315 if (!found)
2342 { 2316 {
2343 DetectedObject detobj = new DetectedObject(); 2317 DetectedObject detobj = new DetectedObject();
2344 detobj.keyUUID = obj.UUID; 2318 detobj.keyUUID = obj.UUID;
2345 detobj.nameStr = obj.Name; 2319 detobj.nameStr = obj.Name;
2346 detobj.ownerUUID = obj._ownerID; 2320 detobj.ownerUUID = obj.OwnerID;
2347 detobj.posVector = obj.AbsolutePosition; 2321 detobj.posVector = obj.AbsolutePosition;
2348 detobj.rotQuat = obj.GetWorldRotation(); 2322 detobj.rotQuat = obj.GetWorldRotation();
2349 detobj.velVector = obj.Velocity; 2323 detobj.velVector = obj.Velocity;
2350 detobj.colliderType = 0; 2324 detobj.colliderType = 0;
2351 detobj.groupUUID = obj._groupID; 2325 detobj.groupUUID = obj.GroupID;
2352 colliding.Add(detobj); 2326 colliding.Add(detobj);
2353 } 2327 }
2354 } 2328 }
2355 } 2329 }
2356 else 2330 else
2357 { 2331 {
2358 m_parentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence av) 2332 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence av)
2359 { 2333 {
2360 if (av.LocalId == localId) 2334 if (av.LocalId == localId)
2361 { 2335 {
2362 if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.UUID.ToString()) 2336 if (ParentGroup.RootPart.CollisionFilter.ContainsValue(av.UUID.ToString())
2363 || m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.Name)) 2337 || ParentGroup.RootPart.CollisionFilter.ContainsValue(av.Name))
2364 { 2338 {
2365 bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data); 2339 bool found = ParentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
2366 //If it is 1, it is to accept ONLY collisions from this avatar 2340 //If it is 1, it is to accept ONLY collisions from this avatar
2367 if (found) 2341 if (found)
2368 { 2342 {
@@ -2384,7 +2358,7 @@ namespace OpenSim.Region.Framework.Scenes
2384 } 2358 }
2385 else 2359 else
2386 { 2360 {
2387 bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data); 2361 bool found = ParentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
2388 //If it is 1, it is to accept ONLY collisions from this avatar, so this other avatar will not work 2362 //If it is 1, it is to accept ONLY collisions from this avatar, so this other avatar will not work
2389 if (!found) 2363 if (!found)
2390 { 2364 {
@@ -2409,15 +2383,15 @@ namespace OpenSim.Region.Framework.Scenes
2409 { 2383 {
2410 CollidingMessage.Colliders = colliding; 2384 CollidingMessage.Colliders = colliding;
2411 2385
2412 if (m_parentGroup.Scene == null) 2386 if (ParentGroup.Scene == null)
2413 return; 2387 return;
2414 2388
2415 m_parentGroup.Scene.EventManager.TriggerScriptColliding(LocalId, CollidingMessage); 2389 ParentGroup.Scene.EventManager.TriggerScriptColliding(LocalId, CollidingMessage);
2416 } 2390 }
2417 } 2391 }
2418 } 2392 }
2419 2393
2420 if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.collision_end) != 0) 2394 if ((ParentGroup.RootPart.ScriptEvents & scriptEvents.collision_end) != 0)
2421 { 2395 {
2422 if (endedColliders.Count > 0) 2396 if (endedColliders.Count > 0)
2423 { 2397 {
@@ -2428,28 +2402,28 @@ namespace OpenSim.Region.Framework.Scenes
2428 if (localId == 0) 2402 if (localId == 0)
2429 continue; 2403 continue;
2430 2404
2431 if (m_parentGroup.Scene == null) 2405 if (ParentGroup.Scene == null)
2432 return; 2406 return;
2433 2407
2434 SceneObjectPart obj = m_parentGroup.Scene.GetSceneObjectPart(localId); 2408 SceneObjectPart obj = ParentGroup.Scene.GetSceneObjectPart(localId);
2435 string data = ""; 2409 string data = "";
2436 if (obj != null) 2410 if (obj != null)
2437 { 2411 {
2438 if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.UUID.ToString()) || m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.Name)) 2412 if (ParentGroup.RootPart.CollisionFilter.ContainsValue(obj.UUID.ToString()) || ParentGroup.RootPart.CollisionFilter.ContainsValue(obj.Name))
2439 { 2413 {
2440 bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1,out data); 2414 bool found = ParentGroup.RootPart.CollisionFilter.TryGetValue(1,out data);
2441 //If it is 1, it is to accept ONLY collisions from this object 2415 //If it is 1, it is to accept ONLY collisions from this object
2442 if (found) 2416 if (found)
2443 { 2417 {
2444 DetectedObject detobj = new DetectedObject(); 2418 DetectedObject detobj = new DetectedObject();
2445 detobj.keyUUID = obj.UUID; 2419 detobj.keyUUID = obj.UUID;
2446 detobj.nameStr = obj.Name; 2420 detobj.nameStr = obj.Name;
2447 detobj.ownerUUID = obj._ownerID; 2421 detobj.ownerUUID = obj.OwnerID;
2448 detobj.posVector = obj.AbsolutePosition; 2422 detobj.posVector = obj.AbsolutePosition;
2449 detobj.rotQuat = obj.GetWorldRotation(); 2423 detobj.rotQuat = obj.GetWorldRotation();
2450 detobj.velVector = obj.Velocity; 2424 detobj.velVector = obj.Velocity;
2451 detobj.colliderType = 0; 2425 detobj.colliderType = 0;
2452 detobj.groupUUID = obj._groupID; 2426 detobj.groupUUID = obj.GroupID;
2453 colliding.Add(detobj); 2427 colliding.Add(detobj);
2454 } 2428 }
2455 //If it is 0, it is to not accept collisions from this object 2429 //If it is 0, it is to not accept collisions from this object
@@ -2459,33 +2433,33 @@ namespace OpenSim.Region.Framework.Scenes
2459 } 2433 }
2460 else 2434 else
2461 { 2435 {
2462 bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1,out data); 2436 bool found = ParentGroup.RootPart.CollisionFilter.TryGetValue(1,out data);
2463 //If it is 1, it is to accept ONLY collisions from this object, so this other object will not work 2437 //If it is 1, it is to accept ONLY collisions from this object, so this other object will not work
2464 if (!found) 2438 if (!found)
2465 { 2439 {
2466 DetectedObject detobj = new DetectedObject(); 2440 DetectedObject detobj = new DetectedObject();
2467 detobj.keyUUID = obj.UUID; 2441 detobj.keyUUID = obj.UUID;
2468 detobj.nameStr = obj.Name; 2442 detobj.nameStr = obj.Name;
2469 detobj.ownerUUID = obj._ownerID; 2443 detobj.ownerUUID = obj.OwnerID;
2470 detobj.posVector = obj.AbsolutePosition; 2444 detobj.posVector = obj.AbsolutePosition;
2471 detobj.rotQuat = obj.GetWorldRotation(); 2445 detobj.rotQuat = obj.GetWorldRotation();
2472 detobj.velVector = obj.Velocity; 2446 detobj.velVector = obj.Velocity;
2473 detobj.colliderType = 0; 2447 detobj.colliderType = 0;
2474 detobj.groupUUID = obj._groupID; 2448 detobj.groupUUID = obj.GroupID;
2475 colliding.Add(detobj); 2449 colliding.Add(detobj);
2476 } 2450 }
2477 } 2451 }
2478 } 2452 }
2479 else 2453 else
2480 { 2454 {
2481 m_parentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence av) 2455 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence av)
2482 { 2456 {
2483 if (av.LocalId == localId) 2457 if (av.LocalId == localId)
2484 { 2458 {
2485 if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.UUID.ToString()) 2459 if (ParentGroup.RootPart.CollisionFilter.ContainsValue(av.UUID.ToString())
2486 || m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.Name)) 2460 || ParentGroup.RootPart.CollisionFilter.ContainsValue(av.Name))
2487 { 2461 {
2488 bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data); 2462 bool found = ParentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
2489 //If it is 1, it is to accept ONLY collisions from this avatar 2463 //If it is 1, it is to accept ONLY collisions from this avatar
2490 if (found) 2464 if (found)
2491 { 2465 {
@@ -2507,7 +2481,7 @@ namespace OpenSim.Region.Framework.Scenes
2507 } 2481 }
2508 else 2482 else
2509 { 2483 {
2510 bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data); 2484 bool found = ParentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
2511 //If it is 1, it is to accept ONLY collisions from this avatar, so this other avatar will not work 2485 //If it is 1, it is to accept ONLY collisions from this avatar, so this other avatar will not work
2512 if (!found) 2486 if (!found)
2513 { 2487 {
@@ -2533,15 +2507,15 @@ namespace OpenSim.Region.Framework.Scenes
2533 { 2507 {
2534 EndCollidingMessage.Colliders = colliding; 2508 EndCollidingMessage.Colliders = colliding;
2535 2509
2536 if (m_parentGroup.Scene == null) 2510 if (ParentGroup.Scene == null)
2537 return; 2511 return;
2538 2512
2539 m_parentGroup.Scene.EventManager.TriggerScriptCollidingEnd(LocalId, EndCollidingMessage); 2513 ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd(LocalId, EndCollidingMessage);
2540 } 2514 }
2541 } 2515 }
2542 } 2516 }
2543 2517
2544 if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.land_collision_start) != 0) 2518 if ((ParentGroup.RootPart.ScriptEvents & scriptEvents.land_collision_start) != 0)
2545 { 2519 {
2546 if (startedColliders.Count > 0) 2520 if (startedColliders.Count > 0)
2547 { 2521 {
@@ -2556,7 +2530,7 @@ namespace OpenSim.Region.Framework.Scenes
2556 detobj.keyUUID = UUID.Zero; 2530 detobj.keyUUID = UUID.Zero;
2557 detobj.nameStr = ""; 2531 detobj.nameStr = "";
2558 detobj.ownerUUID = UUID.Zero; 2532 detobj.ownerUUID = UUID.Zero;
2559 detobj.posVector = m_parentGroup.RootPart.AbsolutePosition; 2533 detobj.posVector = ParentGroup.RootPart.AbsolutePosition;
2560 detobj.rotQuat = Quaternion.Identity; 2534 detobj.rotQuat = Quaternion.Identity;
2561 detobj.velVector = Vector3.Zero; 2535 detobj.velVector = Vector3.Zero;
2562 detobj.colliderType = 0; 2536 detobj.colliderType = 0;
@@ -2569,15 +2543,15 @@ namespace OpenSim.Region.Framework.Scenes
2569 { 2543 {
2570 LandStartCollidingMessage.Colliders = colliding; 2544 LandStartCollidingMessage.Colliders = colliding;
2571 2545
2572 if (m_parentGroup.Scene == null) 2546 if (ParentGroup.Scene == null)
2573 return; 2547 return;
2574 2548
2575 m_parentGroup.Scene.EventManager.TriggerScriptLandCollidingStart(LocalId, LandStartCollidingMessage); 2549 ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart(LocalId, LandStartCollidingMessage);
2576 } 2550 }
2577 } 2551 }
2578 } 2552 }
2579 2553
2580 if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.land_collision) != 0) 2554 if ((ParentGroup.RootPart.ScriptEvents & scriptEvents.land_collision) != 0)
2581 { 2555 {
2582 if (m_lastColliders.Count > 0) 2556 if (m_lastColliders.Count > 0)
2583 { 2557 {
@@ -2592,7 +2566,7 @@ namespace OpenSim.Region.Framework.Scenes
2592 detobj.keyUUID = UUID.Zero; 2566 detobj.keyUUID = UUID.Zero;
2593 detobj.nameStr = ""; 2567 detobj.nameStr = "";
2594 detobj.ownerUUID = UUID.Zero; 2568 detobj.ownerUUID = UUID.Zero;
2595 detobj.posVector = m_parentGroup.RootPart.AbsolutePosition; 2569 detobj.posVector = ParentGroup.RootPart.AbsolutePosition;
2596 detobj.rotQuat = Quaternion.Identity; 2570 detobj.rotQuat = Quaternion.Identity;
2597 detobj.velVector = Vector3.Zero; 2571 detobj.velVector = Vector3.Zero;
2598 detobj.colliderType = 0; 2572 detobj.colliderType = 0;
@@ -2605,15 +2579,15 @@ namespace OpenSim.Region.Framework.Scenes
2605 { 2579 {
2606 LandCollidingMessage.Colliders = colliding; 2580 LandCollidingMessage.Colliders = colliding;
2607 2581
2608 if (m_parentGroup.Scene == null) 2582 if (ParentGroup.Scene == null)
2609 return; 2583 return;
2610 2584
2611 m_parentGroup.Scene.EventManager.TriggerScriptLandColliding(LocalId, LandCollidingMessage); 2585 ParentGroup.Scene.EventManager.TriggerScriptLandColliding(LocalId, LandCollidingMessage);
2612 } 2586 }
2613 } 2587 }
2614 } 2588 }
2615 2589
2616 if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.land_collision_end) != 0) 2590 if ((ParentGroup.RootPart.ScriptEvents & scriptEvents.land_collision_end) != 0)
2617 { 2591 {
2618 if (endedColliders.Count > 0) 2592 if (endedColliders.Count > 0)
2619 { 2593 {
@@ -2628,7 +2602,7 @@ namespace OpenSim.Region.Framework.Scenes
2628 detobj.keyUUID = UUID.Zero; 2602 detobj.keyUUID = UUID.Zero;
2629 detobj.nameStr = ""; 2603 detobj.nameStr = "";
2630 detobj.ownerUUID = UUID.Zero; 2604 detobj.ownerUUID = UUID.Zero;
2631 detobj.posVector = m_parentGroup.RootPart.AbsolutePosition; 2605 detobj.posVector = ParentGroup.RootPart.AbsolutePosition;
2632 detobj.rotQuat = Quaternion.Identity; 2606 detobj.rotQuat = Quaternion.Identity;
2633 detobj.velVector = Vector3.Zero; 2607 detobj.velVector = Vector3.Zero;
2634 detobj.colliderType = 0; 2608 detobj.colliderType = 0;
@@ -2641,10 +2615,10 @@ namespace OpenSim.Region.Framework.Scenes
2641 { 2615 {
2642 LandEndCollidingMessage.Colliders = colliding; 2616 LandEndCollidingMessage.Colliders = colliding;
2643 2617
2644 if (m_parentGroup.Scene == null) 2618 if (ParentGroup.Scene == null)
2645 return; 2619 return;
2646 2620
2647 m_parentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd(LocalId, LandEndCollidingMessage); 2621 ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd(LocalId, LandEndCollidingMessage);
2648 } 2622 }
2649 } 2623 }
2650 } 2624 }
@@ -2656,7 +2630,7 @@ namespace OpenSim.Region.Framework.Scenes
2656 2630
2657 RemFlag(PrimFlags.Physics); 2631 RemFlag(PrimFlags.Physics);
2658 DoPhysicsPropertyUpdate(false, true); 2632 DoPhysicsPropertyUpdate(false, true);
2659 //m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); 2633 //ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
2660 } 2634 }
2661 2635
2662 public void PhysicsRequestingTerseUpdate() 2636 public void PhysicsRequestingTerseUpdate()
@@ -2665,15 +2639,15 @@ namespace OpenSim.Region.Framework.Scenes
2665 { 2639 {
2666 Vector3 newpos = new Vector3(PhysActor.Position.GetBytes(), 0); 2640 Vector3 newpos = new Vector3(PhysActor.Position.GetBytes(), 0);
2667 2641
2668 if (m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.N) 2642 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
2669 | m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.S) 2643 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
2670 | m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.E) 2644 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
2671 | m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) 2645 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2672 { 2646 {
2673 m_parentGroup.AbsolutePosition = newpos; 2647 ParentGroup.AbsolutePosition = newpos;
2674 return; 2648 return;
2675 } 2649 }
2676 //m_parentGroup.RootPart.m_groupPosition = newpos; 2650 //ParentGroup.RootPart.m_groupPosition = newpos;
2677 } 2651 }
2678 ScheduleTerseUpdate(); 2652 ScheduleTerseUpdate();
2679 2653
@@ -2704,7 +2678,7 @@ namespace OpenSim.Region.Framework.Scenes
2704 } 2678 }
2705 } 2679 }
2706 2680
2707 m_parentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) 2681 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp)
2708 { 2682 {
2709 if (!(Util.GetDistanceTo(sp.AbsolutePosition, AbsolutePosition) >= 100)) 2683 if (!(Util.GetDistanceTo(sp.AbsolutePosition, AbsolutePosition) >= 100))
2710 sp.ControllingClient.SendPreLoadSound(objectID, objectID, soundID); 2684 sp.ControllingClient.SendPreLoadSound(objectID, objectID, soundID);
@@ -2789,7 +2763,7 @@ namespace OpenSim.Region.Framework.Scenes
2789 2763
2790 public void rotLookAt(Quaternion target, float strength, float damping) 2764 public void rotLookAt(Quaternion target, float strength, float damping)
2791 { 2765 {
2792 if (m_parentGroup.IsAttachment) 2766 if (ParentGroup.IsAttachment)
2793 { 2767 {
2794 /* 2768 /*
2795 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); 2769 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
@@ -2825,10 +2799,10 @@ namespace OpenSim.Region.Framework.Scenes
2825 { 2799 {
2826// m_log.DebugFormat("[SCENE OBJECT PART]: Scheduling full update for {0} {1}", Name, LocalId); 2800// m_log.DebugFormat("[SCENE OBJECT PART]: Scheduling full update for {0} {1}", Name, LocalId);
2827 2801
2828 if (m_parentGroup == null) 2802 if (ParentGroup == null)
2829 return; 2803 return;
2830 2804
2831 m_parentGroup.QueueForUpdateCheck(); 2805 ParentGroup.QueueForUpdateCheck();
2832 2806
2833 int timeNow = Util.UnixTimeSinceEpoch(); 2807 int timeNow = Util.UnixTimeSinceEpoch();
2834 2808
@@ -2857,13 +2831,13 @@ namespace OpenSim.Region.Framework.Scenes
2857 /// </summary> 2831 /// </summary>
2858 public void ScheduleTerseUpdate() 2832 public void ScheduleTerseUpdate()
2859 { 2833 {
2860 if (m_parentGroup == null) 2834 if (ParentGroup == null)
2861 return; 2835 return;
2862 2836
2863 if (UpdateFlag == UpdateRequired.NONE) 2837 if (UpdateFlag == UpdateRequired.NONE)
2864 { 2838 {
2865 m_parentGroup.HasGroupChanged = true; 2839 ParentGroup.HasGroupChanged = true;
2866 m_parentGroup.QueueForUpdateCheck(); 2840 ParentGroup.QueueForUpdateCheck();
2867 2841
2868 TimeStampTerse = (uint) Util.UnixTimeSinceEpoch(); 2842 TimeStampTerse = (uint) Util.UnixTimeSinceEpoch();
2869 UpdateFlag = UpdateRequired.TERSE; 2843 UpdateFlag = UpdateRequired.TERSE;
@@ -2876,7 +2850,7 @@ namespace OpenSim.Region.Framework.Scenes
2876 2850
2877 public void ScriptSetPhysicsStatus(bool UsePhysics) 2851 public void ScriptSetPhysicsStatus(bool UsePhysics)
2878 { 2852 {
2879 m_parentGroup.ScriptSetPhysicsStatus(UsePhysics); 2853 ParentGroup.ScriptSetPhysicsStatus(UsePhysics);
2880 } 2854 }
2881 2855
2882 /// <summary> 2856 /// <summary>
@@ -2903,7 +2877,7 @@ namespace OpenSim.Region.Framework.Scenes
2903 // Update the physics actor with the new loaded sculpt data and set the taint signal. 2877 // Update the physics actor with the new loaded sculpt data and set the taint signal.
2904 PhysActor.Shape = m_shape; 2878 PhysActor.Shape = m_shape;
2905 2879
2906 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); 2880 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
2907 } 2881 }
2908 } 2882 }
2909 } 2883 }
@@ -2916,7 +2890,7 @@ namespace OpenSim.Region.Framework.Scenes
2916 /// <param name="clientFlags"></param> 2890 /// <param name="clientFlags"></param>
2917 protected internal void SendFullUpdate(IClientAPI remoteClient, uint clientFlags) 2891 protected internal void SendFullUpdate(IClientAPI remoteClient, uint clientFlags)
2918 { 2892 {
2919 if (m_parentGroup == null) 2893 if (ParentGroup == null)
2920 return; 2894 return;
2921 2895
2922// m_log.DebugFormat( 2896// m_log.DebugFormat(
@@ -2924,7 +2898,7 @@ namespace OpenSim.Region.Framework.Scenes
2924 2898
2925 if (IsRoot) 2899 if (IsRoot)
2926 { 2900 {
2927 if (m_parentGroup.IsAttachment) 2901 if (ParentGroup.IsAttachment)
2928 { 2902 {
2929 SendFullUpdateToClient(remoteClient, AttachedPos, clientFlags); 2903 SendFullUpdateToClient(remoteClient, AttachedPos, clientFlags);
2930 } 2904 }
@@ -2944,10 +2918,10 @@ namespace OpenSim.Region.Framework.Scenes
2944 /// </summary> 2918 /// </summary>
2945 public void SendFullUpdateToAllClients() 2919 public void SendFullUpdateToAllClients()
2946 { 2920 {
2947 if (m_parentGroup == null) 2921 if (ParentGroup == null)
2948 return; 2922 return;
2949 2923
2950 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 2924 ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
2951 { 2925 {
2952 SendFullUpdate(avatar.ControllingClient, avatar.GenerateClientFlags(UUID)); 2926 SendFullUpdate(avatar.ControllingClient, avatar.GenerateClientFlags(UUID));
2953 }); 2927 });
@@ -2959,10 +2933,10 @@ namespace OpenSim.Region.Framework.Scenes
2959 /// <param name="agentID"></param> 2933 /// <param name="agentID"></param>
2960 public void SendFullUpdateToAllClientsExcept(UUID agentID) 2934 public void SendFullUpdateToAllClientsExcept(UUID agentID)
2961 { 2935 {
2962 if (m_parentGroup == null) 2936 if (ParentGroup == null)
2963 return; 2937 return;
2964 2938
2965 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 2939 ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
2966 { 2940 {
2967 // Ugly reference :( 2941 // Ugly reference :(
2968 if (avatar.UUID != agentID) 2942 if (avatar.UUID != agentID)
@@ -3007,7 +2981,7 @@ namespace OpenSim.Region.Framework.Scenes
3007 2981
3008 clientFlags &= ~(uint) PrimFlags.CreateSelected; 2982 clientFlags &= ~(uint) PrimFlags.CreateSelected;
3009 2983
3010 if (remoteClient.AgentId == _ownerID) 2984 if (remoteClient.AgentId == OwnerID)
3011 { 2985 {
3012 if ((Flags & PrimFlags.CreateSelected) != 0) 2986 if ((Flags & PrimFlags.CreateSelected) != 0)
3013 { 2987 {
@@ -3083,13 +3057,13 @@ namespace OpenSim.Region.Framework.Scenes
3083 if (volume < 0) 3057 if (volume < 0)
3084 volume = 0; 3058 volume = 0;
3085 3059
3086 UUID ownerID = _ownerID; 3060 UUID ownerID = OwnerID;
3087 UUID objectID = ParentGroup.RootPart.UUID; 3061 UUID objectID = ParentGroup.RootPart.UUID;
3088 UUID parentID = ParentGroup.UUID; 3062 UUID parentID = ParentGroup.UUID;
3089 3063
3090 UUID soundID = UUID.Zero; 3064 UUID soundID = UUID.Zero;
3091 Vector3 position = AbsolutePosition; // region local 3065 Vector3 position = AbsolutePosition; // region local
3092 ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle; 3066 ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle;
3093 3067
3094 if (!UUID.TryParse(sound, out soundID)) 3068 if (!UUID.TryParse(sound, out soundID))
3095 { 3069 {
@@ -3110,7 +3084,7 @@ namespace OpenSim.Region.Framework.Scenes
3110 if (soundID == UUID.Zero) 3084 if (soundID == UUID.Zero)
3111 return; 3085 return;
3112 3086
3113 ISoundModule soundModule = m_parentGroup.Scene.RequestModuleInterface<ISoundModule>(); 3087 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>();
3114 if (soundModule != null) 3088 if (soundModule != null)
3115 { 3089 {
3116 if (useMaster) 3090 if (useMaster)
@@ -3122,7 +3096,7 @@ namespace OpenSim.Region.Framework.Scenes
3122 else 3096 else
3123 soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius); 3097 soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius);
3124 ParentGroup.PlaySoundMasterPrim = this; 3098 ParentGroup.PlaySoundMasterPrim = this;
3125 ownerID = _ownerID; 3099 ownerID = OwnerID;
3126 objectID = ParentGroup.RootPart.UUID; 3100 objectID = ParentGroup.RootPart.UUID;
3127 parentID = ParentGroup.UUID; 3101 parentID = ParentGroup.UUID;
3128 position = AbsolutePosition; // region local 3102 position = AbsolutePosition; // region local
@@ -3133,7 +3107,7 @@ namespace OpenSim.Region.Framework.Scenes
3133 soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius); 3107 soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius);
3134 foreach (SceneObjectPart prim in ParentGroup.PlaySoundSlavePrims) 3108 foreach (SceneObjectPart prim in ParentGroup.PlaySoundSlavePrims)
3135 { 3109 {
3136 ownerID = prim._ownerID; 3110 ownerID = prim.OwnerID;
3137 objectID = prim.ParentGroup.RootPart.UUID; 3111 objectID = prim.ParentGroup.RootPart.UUID;
3138 parentID = prim.ParentGroup.UUID; 3112 parentID = prim.ParentGroup.UUID;
3139 position = prim.AbsolutePosition; // region local 3113 position = prim.AbsolutePosition; // region local
@@ -3166,7 +3140,7 @@ namespace OpenSim.Region.Framework.Scenes
3166 /// </summary> 3140 /// </summary>
3167 public void SendTerseUpdateToAllClients() 3141 public void SendTerseUpdateToAllClients()
3168 { 3142 {
3169 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 3143 ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
3170 { 3144 {
3171 SendTerseUpdateToClient(avatar.ControllingClient); 3145 SendTerseUpdateToClient(avatar.ControllingClient);
3172 }); 3146 });
@@ -3174,7 +3148,7 @@ namespace OpenSim.Region.Framework.Scenes
3174 3148
3175 public void SetAxisRotation(int axis, int rotate) 3149 public void SetAxisRotation(int axis, int rotate)
3176 { 3150 {
3177 m_parentGroup.SetAxisRotation(axis, rotate); 3151 ParentGroup.SetAxisRotation(axis, rotate);
3178 3152
3179 //Cannot use ScriptBaseClass constants as no referance to it currently. 3153 //Cannot use ScriptBaseClass constants as no referance to it currently.
3180 if (axis == 2)//STATUS_ROTATE_X 3154 if (axis == 2)//STATUS_ROTATE_X
@@ -3197,10 +3171,10 @@ namespace OpenSim.Region.Framework.Scenes
3197 3171
3198 public void SetDieAtEdge(bool p) 3172 public void SetDieAtEdge(bool p)
3199 { 3173 {
3200 if (m_parentGroup.IsDeleted) 3174 if (ParentGroup.IsDeleted)
3201 return; 3175 return;
3202 3176
3203 m_parentGroup.RootPart.DIE_AT_EDGE = p; 3177 ParentGroup.RootPart.DIE_AT_EDGE = p;
3204 } 3178 }
3205 3179
3206 public void SetFloatOnWater(int floatYN) 3180 public void SetFloatOnWater(int floatYN)
@@ -3442,7 +3416,7 @@ namespace OpenSim.Region.Framework.Scenes
3442 3416
3443 public void SetGroup(UUID groupID, IClientAPI client) 3417 public void SetGroup(UUID groupID, IClientAPI client)
3444 { 3418 {
3445 _groupID = groupID; 3419 GroupID = groupID;
3446 if (client != null) 3420 if (client != null)
3447 SendPropertiesToClient(client); 3421 SendPropertiesToClient(client);
3448 UpdateFlag = UpdateRequired.FULL; 3422 UpdateFlag = UpdateRequired.FULL;
@@ -3453,13 +3427,13 @@ namespace OpenSim.Region.Framework.Scenes
3453 /// </summary> 3427 /// </summary>
3454 public void SetParent(SceneObjectGroup parent) 3428 public void SetParent(SceneObjectGroup parent)
3455 { 3429 {
3456 m_parentGroup = parent; 3430 ParentGroup = parent;
3457 } 3431 }
3458 3432
3459 // Use this for attachments! LocalID should be avatar's localid 3433 // Use this for attachments! LocalID should be avatar's localid
3460 public void SetParentLocalId(uint localID) 3434 public void SetParentLocalId(uint localID)
3461 { 3435 {
3462 _parentID = localID; 3436 ParentID = localID;
3463 } 3437 }
3464 3438
3465 public void SetPhysicsAxisRotation() 3439 public void SetPhysicsAxisRotation()
@@ -3467,7 +3441,7 @@ namespace OpenSim.Region.Framework.Scenes
3467 if (PhysActor != null) 3441 if (PhysActor != null)
3468 { 3442 {
3469 PhysActor.LockAngularMotion(RotationAxis); 3443 PhysActor.LockAngularMotion(RotationAxis);
3470 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); 3444 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
3471 } 3445 }
3472 } 3446 }
3473 3447
@@ -3515,9 +3489,9 @@ namespace OpenSim.Region.Framework.Scenes
3515 3489
3516 public void StopLookAt() 3490 public void StopLookAt()
3517 { 3491 {
3518 m_parentGroup.stopLookAt(); 3492 ParentGroup.stopLookAt();
3519 3493
3520 m_parentGroup.ScheduleGroupForTerseUpdate(); 3494 ParentGroup.ScheduleGroupForTerseUpdate();
3521 } 3495 }
3522 3496
3523 /// <summary> 3497 /// <summary>
@@ -3537,10 +3511,10 @@ namespace OpenSim.Region.Framework.Scenes
3537 3511
3538 public void StopMoveToTarget() 3512 public void StopMoveToTarget()
3539 { 3513 {
3540 m_parentGroup.stopMoveToTarget(); 3514 ParentGroup.stopMoveToTarget();
3541 3515
3542 m_parentGroup.ScheduleGroupForTerseUpdate(); 3516 ParentGroup.ScheduleGroupForTerseUpdate();
3543 //m_parentGroup.ScheduleGroupForFullUpdate(); 3517 //ParentGroup.ScheduleGroupForFullUpdate();
3544 } 3518 }
3545 3519
3546 public void StoreUndoState() 3520 public void StoreUndoState()
@@ -3579,7 +3553,7 @@ namespace OpenSim.Region.Framework.Scenes
3579 // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}", 3553 // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3580 // Name, LocalId, forGroup, m_undo.Count); 3554 // Name, LocalId, forGroup, m_undo.Count);
3581 3555
3582 if (m_parentGroup.GetSceneMaxUndo() > 0) 3556 if (ParentGroup.GetSceneMaxUndo() > 0)
3583 { 3557 {
3584 UndoState nUndo = new UndoState(this, forGroup); 3558 UndoState nUndo = new UndoState(this, forGroup);
3585 3559
@@ -3635,7 +3609,7 @@ namespace OpenSim.Region.Framework.Scenes
3635 { 3609 {
3636 UndoState nUndo = null; 3610 UndoState nUndo = null;
3637 3611
3638 if (m_parentGroup.GetSceneMaxUndo() > 0) 3612 if (ParentGroup.GetSceneMaxUndo() > 0)
3639 { 3613 {
3640 nUndo = new UndoState(this, goback.ForGroup); 3614 nUndo = new UndoState(this, goback.ForGroup);
3641 } 3615 }
@@ -3667,7 +3641,7 @@ namespace OpenSim.Region.Framework.Scenes
3667 3641
3668 if (gofwd != null) 3642 if (gofwd != null)
3669 { 3643 {
3670 if (m_parentGroup.GetSceneMaxUndo() > 0) 3644 if (ParentGroup.GetSceneMaxUndo() > 0)
3671 { 3645 {
3672 UndoState nUndo = new UndoState(this, gofwd.ForGroup); 3646 UndoState nUndo = new UndoState(this, gofwd.ForGroup);
3673 3647
@@ -4142,17 +4116,17 @@ namespace OpenSim.Region.Framework.Scenes
4142 4116
4143 public void TriggerScriptChangedEvent(Changed val) 4117 public void TriggerScriptChangedEvent(Changed val)
4144 { 4118 {
4145 if (m_parentGroup != null && m_parentGroup.Scene != null) 4119 if (ParentGroup != null && ParentGroup.Scene != null)
4146 m_parentGroup.Scene.EventManager.TriggerOnScriptChangedEvent(LocalId, (uint)val); 4120 ParentGroup.Scene.EventManager.TriggerOnScriptChangedEvent(LocalId, (uint)val);
4147 } 4121 }
4148 4122
4149 public void TrimPermissions() 4123 public void TrimPermissions()
4150 { 4124 {
4151 _baseMask &= (uint)PermissionMask.All; 4125 BaseMask &= (uint)PermissionMask.All;
4152 _ownerMask &= (uint)PermissionMask.All; 4126 OwnerMask &= (uint)PermissionMask.All;
4153 _groupMask &= (uint)PermissionMask.All; 4127 GroupMask &= (uint)PermissionMask.All;
4154 _everyoneMask &= (uint)PermissionMask.All; 4128 EveryoneMask &= (uint)PermissionMask.All;
4155 _nextOwnerMask &= (uint)PermissionMask.All; 4129 NextOwnerMask &= (uint)PermissionMask.All;
4156 } 4130 }
4157 4131
4158 public void UpdateExtraParam(ushort type, bool inUse, byte[] data) 4132 public void UpdateExtraParam(ushort type, bool inUse, byte[] data)
@@ -4163,7 +4137,7 @@ namespace OpenSim.Region.Framework.Scenes
4163 { 4137 {
4164 if (m_shape.SculptEntry && m_shape.SculptTexture != UUID.Zero) 4138 if (m_shape.SculptEntry && m_shape.SculptTexture != UUID.Zero)
4165 { 4139 {
4166 m_parentGroup.Scene.AssetService.Get(m_shape.SculptTexture.ToString(), this, AssetReceived); 4140 ParentGroup.Scene.AssetService.Get(m_shape.SculptTexture.ToString(), this, AssetReceived);
4167 } 4141 }
4168 } 4142 }
4169 4143
@@ -4214,56 +4188,63 @@ namespace OpenSim.Region.Framework.Scenes
4214 } 4188 }
4215 } 4189 }
4216 4190
4191 /// <summary>
4192 /// Update permissions on the SOP. Should only be called from SOG.UpdatePermissions because the SOG
4193 /// will handle the client notifications once all of its parts are updated.
4194 /// </summary>
4195 /// <param name="AgentID"></param>
4196 /// <param name="field"></param>
4197 /// <param name="localID"></param>
4198 /// <param name="mask"></param>
4199 /// <param name="addRemTF"></param>
4217 public void UpdatePermissions(UUID AgentID, byte field, uint localID, uint mask, byte addRemTF) 4200 public void UpdatePermissions(UUID AgentID, byte field, uint localID, uint mask, byte addRemTF)
4218 { 4201 {
4219 bool set = addRemTF == 1; 4202 bool set = addRemTF == 1;
4220 bool god = m_parentGroup.Scene.Permissions.IsGod(AgentID); 4203 bool god = ParentGroup.Scene.Permissions.IsGod(AgentID);
4221 4204
4222 uint baseMask = _baseMask; 4205 uint baseMask = BaseMask;
4223 if (god) 4206 if (god)
4224 baseMask = 0x7ffffff0; 4207 baseMask = 0x7ffffff0;
4225 4208
4226 // Are we the owner? 4209 // Are we the owner?
4227 if ((AgentID == _ownerID) || god) 4210 if ((AgentID == OwnerID) || god)
4228 { 4211 {
4229 switch (field) 4212 switch (field)
4230 { 4213 {
4231 case 1: 4214 case 1:
4232 if (god) 4215 if (god)
4233 { 4216 {
4234 _baseMask = ApplyMask(_baseMask, set, mask); 4217 BaseMask = ApplyMask(BaseMask, set, mask);
4235 Inventory.ApplyGodPermissions(_baseMask); 4218 Inventory.ApplyGodPermissions(_baseMask);
4236 } 4219 }
4237 4220
4238 break; 4221 break;
4239 case 2: 4222 case 2:
4240 _ownerMask = ApplyMask(_ownerMask, set, mask) & 4223 OwnerMask = ApplyMask(OwnerMask, set, mask) &
4241 baseMask; 4224 baseMask;
4242 break; 4225 break;
4243 case 4: 4226 case 4:
4244 _groupMask = ApplyMask(_groupMask, set, mask) & 4227 GroupMask = ApplyMask(GroupMask, set, mask) &
4245 baseMask; 4228 baseMask;
4246 break; 4229 break;
4247 case 8: 4230 case 8:
4248 _everyoneMask = ApplyMask(_everyoneMask, set, mask) & 4231 EveryoneMask = ApplyMask(EveryoneMask, set, mask) &
4249 baseMask; 4232 baseMask;
4250 break; 4233 break;
4251 case 16: 4234 case 16:
4252 _nextOwnerMask = ApplyMask(_nextOwnerMask, set, mask) & 4235 NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) &
4253 baseMask; 4236 baseMask;
4254 // Prevent the client from creating no mod, no copy 4237 // Prevent the client from creating no mod, no copy
4255 // objects 4238 // objects
4256 if ((_nextOwnerMask & (uint)PermissionMask.Copy) == 0) 4239 if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0)
4257 _nextOwnerMask |= (uint)PermissionMask.Transfer; 4240 NextOwnerMask |= (uint)PermissionMask.Transfer;
4258 4241
4259 _nextOwnerMask |= (uint)PermissionMask.Move; 4242 NextOwnerMask |= (uint)PermissionMask.Move;
4260 4243
4261 break; 4244 break;
4262 } 4245 }
4263 4246
4264 SendFullUpdateToAllClients(); 4247 SendFullUpdateToAllClients();
4265
4266 SendRootPartPropertiesToClient(AgentID);
4267 } 4248 }
4268 } 4249 }
4269 4250
@@ -4272,7 +4253,7 @@ namespace OpenSim.Region.Framework.Scenes
4272 // For now, we use the NINJA naming scheme for identifying joints. 4253 // For now, we use the NINJA naming scheme for identifying joints.
4273 // In the future, we can support other joint specification schemes such as a 4254 // In the future, we can support other joint specification schemes such as a
4274 // custom checkbox in the viewer GUI. 4255 // custom checkbox in the viewer GUI.
4275 if (m_parentGroup.Scene.PhysicsScene.SupportsNINJAJoints) 4256 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
4276 { 4257 {
4277 string hingeString = "hingejoint"; 4258 string hingeString = "hingejoint";
4278 return (Name.Length >= hingeString.Length && Name.Substring(0, hingeString.Length) == hingeString); 4259 return (Name.Length >= hingeString.Length && Name.Substring(0, hingeString.Length) == hingeString);
@@ -4288,7 +4269,7 @@ namespace OpenSim.Region.Framework.Scenes
4288 // For now, we use the NINJA naming scheme for identifying joints. 4269 // For now, we use the NINJA naming scheme for identifying joints.
4289 // In the future, we can support other joint specification schemes such as a 4270 // In the future, we can support other joint specification schemes such as a
4290 // custom checkbox in the viewer GUI. 4271 // custom checkbox in the viewer GUI.
4291 if (m_parentGroup.Scene.PhysicsScene.SupportsNINJAJoints) 4272 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
4292 { 4273 {
4293 string ballString = "balljoint"; 4274 string ballString = "balljoint";
4294 return (Name.Length >= ballString.Length && Name.Substring(0, ballString.Length) == ballString); 4275 return (Name.Length >= ballString.Length && Name.Substring(0, ballString.Length) == ballString);
@@ -4304,7 +4285,7 @@ namespace OpenSim.Region.Framework.Scenes
4304 // For now, we use the NINJA naming scheme for identifying joints. 4285 // For now, we use the NINJA naming scheme for identifying joints.
4305 // In the future, we can support other joint specification schemes such as a 4286 // In the future, we can support other joint specification schemes such as a
4306 // custom checkbox in the viewer GUI. 4287 // custom checkbox in the viewer GUI.
4307 if (m_parentGroup.Scene.PhysicsScene.SupportsNINJAJoints) 4288 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
4308 { 4289 {
4309 return IsHingeJoint() || IsBallJoint(); 4290 return IsHingeJoint() || IsBallJoint();
4310 } 4291 }
@@ -4370,11 +4351,11 @@ namespace OpenSim.Region.Framework.Scenes
4370 { 4351 {
4371 DoPhysicsPropertyUpdate(UsePhysics, false); 4352 DoPhysicsPropertyUpdate(UsePhysics, false);
4372 4353
4373 if (!m_parentGroup.IsDeleted) 4354 if (!ParentGroup.IsDeleted)
4374 { 4355 {
4375 if (LocalId == m_parentGroup.RootPart.LocalId) 4356 if (LocalId == ParentGroup.RootPart.LocalId)
4376 { 4357 {
4377 m_parentGroup.CheckSculptAndLoad(); 4358 ParentGroup.CheckSculptAndLoad();
4378 } 4359 }
4379 } 4360 }
4380 } 4361 }
@@ -4407,7 +4388,7 @@ namespace OpenSim.Region.Framework.Scenes
4407 if (PhysActor == null) 4388 if (PhysActor == null)
4408 { 4389 {
4409 // It's not phantom anymore. So make sure the physics engine get's knowledge of it 4390 // It's not phantom anymore. So make sure the physics engine get's knowledge of it
4410 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( 4391 PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4411 string.Format("{0}/{1}", Name, UUID), 4392 string.Format("{0}/{1}", Name, UUID),
4412 Shape, 4393 Shape,
4413 AbsolutePosition, 4394 AbsolutePosition,
@@ -4419,11 +4400,11 @@ namespace OpenSim.Region.Framework.Scenes
4419 PhysActor.SetMaterial(Material); 4400 PhysActor.SetMaterial(Material);
4420 DoPhysicsPropertyUpdate(UsePhysics, true); 4401 DoPhysicsPropertyUpdate(UsePhysics, true);
4421 4402
4422 if (!m_parentGroup.IsDeleted) 4403 if (!ParentGroup.IsDeleted)
4423 { 4404 {
4424 if (LocalId == m_parentGroup.RootPart.LocalId) 4405 if (LocalId == ParentGroup.RootPart.LocalId)
4425 { 4406 {
4426 m_parentGroup.CheckSculptAndLoad(); 4407 ParentGroup.CheckSculptAndLoad();
4427 } 4408 }
4428 } 4409 }
4429 4410
@@ -4445,11 +4426,11 @@ namespace OpenSim.Region.Framework.Scenes
4445 { 4426 {
4446 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim 4427 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
4447 4428
4448 if (!m_parentGroup.IsDeleted) 4429 if (!ParentGroup.IsDeleted)
4449 { 4430 {
4450 if (LocalId == m_parentGroup.RootPart.LocalId) 4431 if (LocalId == ParentGroup.RootPart.LocalId)
4451 { 4432 {
4452 m_parentGroup.CheckSculptAndLoad(); 4433 ParentGroup.CheckSculptAndLoad();
4453 } 4434 }
4454 } 4435 }
4455 } 4436 }
@@ -4561,7 +4542,7 @@ namespace OpenSim.Region.Framework.Scenes
4561 if (PhysActor != null) 4542 if (PhysActor != null)
4562 { 4543 {
4563 PhysActor.Shape = m_shape; 4544 PhysActor.Shape = m_shape;
4564 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); 4545 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
4565 } 4546 }
4566 4547
4567 // This is what makes vehicle trailers work 4548 // This is what makes vehicle trailers work
@@ -4722,18 +4703,18 @@ namespace OpenSim.Region.Framework.Scenes
4722 4703
4723 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) 4704 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
4724 //{ 4705 //{
4725 // m_parentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting; 4706 // ParentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting;
4726 //} 4707 //}
4727 //else 4708 //else
4728 //{ 4709 //{
4729 // m_parentGroup.Scene.EventManager.OnScriptTimerEvent -= handleTimerAccounting; 4710 // ParentGroup.Scene.EventManager.OnScriptTimerEvent -= handleTimerAccounting;
4730 //} 4711 //}
4731 4712
4732 LocalFlags = (PrimFlags)objectflagupdate; 4713 LocalFlags = (PrimFlags)objectflagupdate;
4733 4714
4734 if (m_parentGroup != null && m_parentGroup.RootPart == this) 4715 if (ParentGroup != null && ParentGroup.RootPart == this)
4735 { 4716 {
4736 m_parentGroup.aggregateScriptEvents(); 4717 ParentGroup.aggregateScriptEvents();
4737 } 4718 }
4738 else 4719 else
4739 { 4720 {
@@ -4801,14 +4782,14 @@ namespace OpenSim.Region.Framework.Scenes
4801 4782
4802 public void AddScriptLPS(int count) 4783 public void AddScriptLPS(int count)
4803 { 4784 {
4804 m_parentGroup.AddScriptLPS(count); 4785 ParentGroup.AddScriptLPS(count);
4805 } 4786 }
4806 4787
4807 public void ApplyNextOwnerPermissions() 4788 public void ApplyNextOwnerPermissions()
4808 { 4789 {
4809 _baseMask &= _nextOwnerMask; 4790 BaseMask &= NextOwnerMask;
4810 _ownerMask &= _nextOwnerMask; 4791 OwnerMask &= NextOwnerMask;
4811 _everyoneMask &= _nextOwnerMask; 4792 EveryoneMask &= NextOwnerMask;
4812 4793
4813 Inventory.ApplyNextOwnerPermissions(); 4794 Inventory.ApplyNextOwnerPermissions();
4814 } 4795 }
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
1387 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0) 1387 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0)
1388 m_updateCount = UPDATE_COUNT; 1388 m_updateCount = UPDATE_COUNT;
1389 1389
1390 // Make turning in place work
1391 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0 ||
1392 (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)
1393 m_updateCount = UPDATE_COUNT;
1394
1390 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0) 1395 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0)
1391 { 1396 {
1392 StandUp(); 1397 StandUp();