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authorMelanie2012-07-11 03:56:50 +0100
committerMelanie2012-07-11 03:56:50 +0100
commit0bc8238a6c25bc42438caee0cf42deec00f26b8e (patch)
treea046cace418e2e7714818c60242698d0dd9cb4f4 /OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
parentMerge branch 'avination' into careminster (diff)
parentIf a part has a sit target and an avatar is already sitting, allow another av... (diff)
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Merge branch 'master' into careminster
Conflicts: OpenSim/Framework/Watchdog.cs OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs OpenSim/Region/Framework/Scenes/Scene.cs OpenSim/Region/Framework/Scenes/SceneObjectPart.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs129
1 files changed, 122 insertions, 7 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 7b1f5d2..1f1caca 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -147,6 +147,21 @@ namespace OpenSim.Region.Framework.Scenes
147 get { return ParentGroup.RootPart == this; } 147 get { return ParentGroup.RootPart == this; }
148 } 148 }
149 149
150 /// <summary>
151 /// Is an explicit sit target set for this part?
152 /// </summary>
153 public bool IsSitTargetSet
154 {
155 get
156 {
157 return
158 !(SitTargetPosition == Vector3.Zero
159 && (SitTargetOrientation == Quaternion.Identity // Valid Zero Rotation quaternion
160 || SitTargetOrientation.X == 0f && SitTargetOrientation.Y == 0f && SitTargetOrientation.Z == 1f && SitTargetOrientation.W == 0f // W-Z Mapping was invalid at one point
161 || SitTargetOrientation.X == 0f && SitTargetOrientation.Y == 0f && SitTargetOrientation.Z == 0f && SitTargetOrientation.W == 0f)); // Invalid Quaternion
162 }
163 }
164
150 #region Fields 165 #region Fields
151 166
152 public bool AllowedDrop; 167 public bool AllowedDrop;
@@ -426,7 +441,6 @@ namespace OpenSim.Region.Framework.Scenes
426 private uint _category; 441 private uint _category;
427 private Int32 _creationDate; 442 private Int32 _creationDate;
428 private uint _parentID = 0; 443 private uint _parentID = 0;
429 private UUID m_sitTargetAvatar = UUID.Zero;
430 private uint _baseMask = (uint)PermissionMask.All; 444 private uint _baseMask = (uint)PermissionMask.All;
431 private uint _ownerMask = (uint)PermissionMask.All; 445 private uint _ownerMask = (uint)PermissionMask.All;
432 private uint _groupMask = (uint)PermissionMask.None; 446 private uint _groupMask = (uint)PermissionMask.None;
@@ -1312,13 +1326,20 @@ namespace OpenSim.Region.Framework.Scenes
1312 } 1326 }
1313 1327
1314 /// <summary> 1328 /// <summary>
1315 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero 1329 /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero
1316 /// </summary> 1330 /// </summary>
1317 public UUID SitTargetAvatar 1331 public UUID SitTargetAvatar { get; set; }
1318 { 1332
1319 get { return m_sitTargetAvatar; } 1333 /// <summary>
1320 set { m_sitTargetAvatar = value; } 1334 /// IDs of all avatars start on this object part.
1321 } 1335 /// </summary>
1336 /// <remarks>
1337 /// We need to track this so that we can stop sat upon prims from being attached.
1338 /// </remarks>
1339 /// <value>
1340 /// null if there are no sitting avatars. This is to save us create a hashset for every prim in a scene.
1341 /// </value>
1342 private HashSet<UUID> m_sittingAvatars;
1322 1343
1323 public virtual UUID RegionID 1344 public virtual UUID RegionID
1324 { 1345 {
@@ -5128,5 +5149,99 @@ namespace OpenSim.Region.Framework.Scenes
5128 Inventory.UpdateInventoryItem(item, false, false); 5149 Inventory.UpdateInventoryItem(item, false, false);
5129 } 5150 }
5130 } 5151 }
5152
5153 /// <summary>
5154 /// Record an avatar sitting on this part.
5155 /// </summary>
5156 /// <remarks>This is called for all the sitting avatars whether there is a sit target set or not.</remarks>
5157 /// <returns>
5158 /// true if the avatar was not already recorded, false otherwise.
5159 /// </returns>
5160 /// <param name='avatarId'></param>
5161 protected internal bool AddSittingAvatar(UUID avatarId)
5162 {
5163 if (IsSitTargetSet && SitTargetAvatar == UUID.Zero)
5164 SitTargetAvatar = avatarId;
5165
5166 HashSet<UUID> sittingAvatars = m_sittingAvatars;
5167
5168 if (sittingAvatars == null)
5169 sittingAvatars = new HashSet<UUID>();
5170
5171 lock (sittingAvatars)
5172 {
5173 m_sittingAvatars = sittingAvatars;
5174 return m_sittingAvatars.Add(avatarId);
5175 }
5176 }
5177
5178 /// <summary>
5179 /// Remove an avatar recorded as sitting on this part.
5180 /// </summary>
5181 /// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
5182 /// <returns>
5183 /// true if the avatar was present and removed, false if it was not present.
5184 /// </returns>
5185 /// <param name='avatarId'></param>
5186 protected internal bool RemoveSittingAvatar(UUID avatarId)
5187 {
5188 if (SitTargetAvatar == avatarId)
5189 SitTargetAvatar = UUID.Zero;
5190
5191 HashSet<UUID> sittingAvatars = m_sittingAvatars;
5192
5193 // This can occur under a race condition where another thread
5194 if (sittingAvatars == null)
5195 return false;
5196
5197 lock (sittingAvatars)
5198 {
5199 if (sittingAvatars.Remove(avatarId))
5200 {
5201 if (sittingAvatars.Count == 0)
5202 m_sittingAvatars = null;
5203
5204 return true;
5205 }
5206 }
5207
5208 return false;
5209 }
5210
5211 /// <summary>
5212 /// Get a copy of the list of sitting avatars.
5213 /// </summary>
5214 /// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
5215 /// <returns>A hashset of the sitting avatars. Returns null if there are no sitting avatars.</returns>
5216 public HashSet<UUID> GetSittingAvatars()
5217 {
5218 HashSet<UUID> sittingAvatars = m_sittingAvatars;
5219
5220 if (sittingAvatars == null)
5221 {
5222 return null;
5223 }
5224 else
5225 {
5226 lock (sittingAvatars)
5227 return new HashSet<UUID>(sittingAvatars);
5228 }
5229 }
5230
5231 /// <summary>
5232 /// Gets the number of sitting avatars.
5233 /// </summary>
5234 /// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
5235 /// <returns></returns>
5236 public int GetSittingAvatarsCount()
5237 {
5238 HashSet<UUID> sittingAvatars = m_sittingAvatars;
5239
5240 if (sittingAvatars == null)
5241 return 0;
5242
5243 lock (sittingAvatars)
5244 return sittingAvatars.Count;
5245 }
5131 } 5246 }
5132} 5247}