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authorMelanie2013-11-03 21:34:36 +0000
committerMelanie2013-11-03 21:34:36 +0000
commitba203ed94fb9fb27e4da2663dad6cac21d5892e3 (patch)
treec03981fa7b9070af3cec331234b78762c49a8a06 /OpenSim/Region/Framework/Scenes
parentMerge branch 'master' of ssh://melanie@3dhosting.de/var/git/careminster into ... (diff)
parentAdd current .NET windows framework requirement to README. (diff)
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Merge branch 'master' into careminster
Conflicts: OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs135
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs9
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs107
4 files changed, 175 insertions, 79 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 659bde9..f384462 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -31,6 +31,7 @@ using System.Collections;
31using System.Reflection; 31using System.Reflection;
32using System.Text; 32using System.Text;
33using System.Timers; 33using System.Timers;
34using System.Xml;
34using OpenMetaverse; 35using OpenMetaverse;
35using OpenMetaverse.Packets; 36using OpenMetaverse.Packets;
36using log4net; 37using log4net;
@@ -2301,6 +2302,85 @@ namespace OpenSim.Region.Framework.Scenes
2301 } 2302 }
2302 2303
2303 /// <summary> 2304 /// <summary>
2305 /// Returns the list of Scene Objects in an asset.
2306 /// </summary>
2307 /// <remarks>
2308 /// Returns one object if the asset is a regular object, and multiple objects for a coalesced object.
2309 /// </remarks>
2310 /// <param name="assetData">Asset data</param>
2311 /// <param name="attachment">Whether the item is an attachment</param>
2312 /// <param name="objlist">The objects included in the asset</param>
2313 /// <param name="veclist">Relative positions of the objects</param>
2314 /// <param name="bbox">Bounding box of all the objects</param>
2315 /// <param name="offsetHeight">Offset in the Z axis from the centre of the bounding box
2316 /// to the centre of the root prim (relevant only when returning a single object)</param>
2317 /// <returns>true = returning a single object; false = multiple objects</returns>
2318 public bool GetObjectsToRez(byte[] assetData, bool attachment, out List<SceneObjectGroup> objlist, out List<Vector3> veclist,
2319 out Vector3 bbox, out float offsetHeight)
2320 {
2321 objlist = new List<SceneObjectGroup>();
2322 veclist = new List<Vector3>();
2323
2324 XmlDocument doc = new XmlDocument();
2325 string xmlData = Utils.BytesToString(assetData);
2326 doc.LoadXml(xmlData);
2327 XmlElement e = (XmlElement)doc.SelectSingleNode("/CoalescedObject");
2328
2329 if (e == null || attachment) // Single
2330 {
2331 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
2332
2333 g.RootPart.AttachPoint = g.RootPart.Shape.State;
2334 g.RootPart.AttachOffset = g.AbsolutePosition;
2335 g.RootPart.AttachRotation = g.GroupRotation;
2336 if (g.RootPart.Shape.PCode != (byte)PCode.NewTree &&
2337 g.RootPart.Shape.PCode != (byte)PCode.Tree)
2338 g.RootPart.Shape.State = 0;
2339
2340 objlist.Add(g);
2341 veclist.Add(new Vector3(0, 0, 0));
2342 bbox = g.GetAxisAlignedBoundingBox(out offsetHeight);
2343 return true;
2344 }
2345 else
2346 {
2347 XmlElement coll = (XmlElement)e;
2348 float bx = Convert.ToSingle(coll.GetAttribute("x"));
2349 float by = Convert.ToSingle(coll.GetAttribute("y"));
2350 float bz = Convert.ToSingle(coll.GetAttribute("z"));
2351 bbox = new Vector3(bx, by, bz);
2352 offsetHeight = 0;
2353
2354 XmlNodeList groups = e.SelectNodes("SceneObjectGroup");
2355 foreach (XmlNode n in groups)
2356 {
2357 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml);
2358
2359 g.RootPart.AttachPoint = g.RootPart.Shape.State;
2360 g.RootPart.AttachOffset = g.AbsolutePosition;
2361 g.RootPart.AttachRotation = g.GroupRotation;
2362 if (g.RootPart.Shape.PCode != (byte)PCode.NewTree &&
2363 g.RootPart.Shape.PCode != (byte)PCode.Tree)
2364 g.RootPart.Shape.State = 0;
2365
2366 objlist.Add(g);
2367
2368 XmlElement el = (XmlElement)n;
2369 string rawX = el.GetAttribute("offsetx");
2370 string rawY = el.GetAttribute("offsety");
2371 string rawZ = el.GetAttribute("offsetz");
2372
2373 float x = Convert.ToSingle(rawX);
2374 float y = Convert.ToSingle(rawY);
2375 float z = Convert.ToSingle(rawZ);
2376 veclist.Add(new Vector3(x, y, z));
2377 }
2378 }
2379
2380 return false;
2381 }
2382
2383 /// <summary>
2304 /// Event Handler Rez an object into a scene 2384 /// Event Handler Rez an object into a scene
2305 /// Calls the non-void event handler 2385 /// Calls the non-void event handler
2306 /// </summary> 2386 /// </summary>
@@ -2375,19 +2455,25 @@ namespace OpenSim.Region.Framework.Scenes
2375 /// will be used if it exists.</param> 2455 /// will be used if it exists.</param>
2376 /// <param name="vel">The velocity of the rezzed object.</param> 2456 /// <param name="vel">The velocity of the rezzed object.</param>
2377 /// <param name="param"></param> 2457 /// <param name="param"></param>
2378 /// <returns>The SceneObjectGroup rezzed or null if rez was unsuccessful</returns> 2458 /// <returns>The SceneObjectGroup(s) rezzed, or null if rez was unsuccessful</returns>
2379 public virtual SceneObjectGroup RezObject( 2459 public virtual List<SceneObjectGroup> RezObject(
2380 SceneObjectPart sourcePart, TaskInventoryItem item, Vector3 pos, Quaternion? rot, Vector3 vel, int param) 2460 SceneObjectPart sourcePart, TaskInventoryItem item, Vector3 pos, Quaternion? rot, Vector3 vel, int param)
2381 { 2461 {
2382 if (null == item) 2462 if (null == item)
2383 return null; 2463 return null;
2464
2465 List<SceneObjectGroup> objlist;
2466 List<Vector3> veclist;
2384 2467
2385 SceneObjectGroup group = sourcePart.Inventory.GetRezReadySceneObject(item); 2468 bool success = sourcePart.Inventory.GetRezReadySceneObjects(item, out objlist, out veclist);
2386 2469 if (!success)
2387 if (null == group)
2388 return null; 2470 return null;
2389 2471
2390 if (!Permissions.CanRezObject(group.PrimCount, item.OwnerID, pos)) 2472 int totalPrims = 0;
2473 foreach (SceneObjectGroup group in objlist)
2474 totalPrims += group.PrimCount;
2475
2476 if (!Permissions.CanRezObject(totalPrims, item.OwnerID, pos))
2391 return null; 2477 return null;
2392 2478
2393 if (!Permissions.BypassPermissions()) 2479 if (!Permissions.BypassPermissions())
@@ -2396,23 +2482,28 @@ namespace OpenSim.Region.Framework.Scenes
2396 sourcePart.Inventory.RemoveInventoryItem(item.ItemID); 2482 sourcePart.Inventory.RemoveInventoryItem(item.ItemID);
2397 } 2483 }
2398 2484
2399 2485 for (int i = 0; i < objlist.Count; i++)
2400 if (group.IsAttachment == false && group.RootPart.Shape.State != 0)
2401 { 2486 {
2402 group.RootPart.AttachedPos = group.AbsolutePosition; 2487 SceneObjectGroup group = objlist[i];
2403 group.RootPart.Shape.LastAttachPoint = (byte)group.AttachmentPoint; 2488 Vector3 curpos = pos + veclist[i];
2489
2490 if (group.IsAttachment == false && group.RootPart.Shape.State != 0)
2491 {
2492 group.RootPart.AttachedPos = group.AbsolutePosition;
2493 group.RootPart.Shape.LastAttachPoint = (byte)group.AttachmentPoint;
2494 }
2495
2496 group.FromPartID = sourcePart.UUID;
2497 AddNewSceneObject(group, true, curpos, rot, vel);
2498
2499 // We can only call this after adding the scene object, since the scene object references the scene
2500 // to find out if scripts should be activated at all.
2501 group.CreateScriptInstances(param, true, DefaultScriptEngine, 3);
2502
2503 group.ScheduleGroupForFullUpdate();
2404 } 2504 }
2405 2505
2406 group.FromPartID = sourcePart.UUID; 2506 return objlist;
2407 AddNewSceneObject(group, true, pos, rot, vel);
2408
2409 // We can only call this after adding the scene object, since the scene object references the scene
2410 // to find out if scripts should be activated at all.
2411 group.CreateScriptInstances(param, true, DefaultScriptEngine, 3);
2412
2413 group.ScheduleGroupForFullUpdate();
2414
2415 return group;
2416 } 2507 }
2417 2508
2418 public virtual bool returnObjects(SceneObjectGroup[] returnobjects, 2509 public virtual bool returnObjects(SceneObjectGroup[] returnobjects,
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index 421cb08..46b2d2e 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -252,8 +252,6 @@ namespace OpenSim.Region.Framework.Scenes
252 if (part.ParentGroup.RootPart.LocalId != part.LocalId) 252 if (part.ParentGroup.RootPart.LocalId != part.LocalId)
253 return; 253 return;
254 254
255 bool isAttachment = false;
256
257 // This is wrong, wrong, wrong. Selection should not be 255 // This is wrong, wrong, wrong. Selection should not be
258 // handled by group, but by prim. Legacy cruft. 256 // handled by group, but by prim. Legacy cruft.
259 // TODO: Make selection flagging per prim! 257 // TODO: Make selection flagging per prim!
@@ -262,17 +260,14 @@ namespace OpenSim.Region.Framework.Scenes
262 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId)) 260 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
263 part.ParentGroup.IsSelected = false; 261 part.ParentGroup.IsSelected = false;
264 262
265 if (part.ParentGroup.IsAttachment) 263 part.ParentGroup.ScheduleGroupForFullUpdate();
266 isAttachment = true;
267 else
268 part.ParentGroup.ScheduleGroupForFullUpdate();
269 264
270 // If it's not an attachment, and we are allowed to move it, 265 // If it's not an attachment, and we are allowed to move it,
271 // then we might have done so. If we moved across a parcel 266 // then we might have done so. If we moved across a parcel
272 // boundary, we will need to recount prims on the parcels. 267 // boundary, we will need to recount prims on the parcels.
273 // For attachments, that makes no sense. 268 // For attachments, that makes no sense.
274 // 269 //
275 if (!isAttachment) 270 if (!part.ParentGroup.IsAttachment)
276 { 271 {
277 if (Permissions.CanEditObject( 272 if (Permissions.CanEditObject(
278 part.UUID, remoteClient.AgentId) 273 part.UUID, remoteClient.AgentId)
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 66b42a1..f5cb84b 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -3158,7 +3158,8 @@ namespace OpenSim.Region.Framework.Scenes
3158 return; 3158 return;
3159 3159
3160 // This was pulled from SceneViewer. Attachments always receive full updates. 3160 // This was pulled from SceneViewer. Attachments always receive full updates.
3161 // I could not verify if this is a requirement but this maintains existing behavior 3161 // This is needed because otherwise if only the root prim changes position, then
3162 // it looks as if the entire object has moved (including the other prims).
3162 if (ParentGroup.IsAttachment) 3163 if (ParentGroup.IsAttachment)
3163 { 3164 {
3164 ScheduleFullUpdate(); 3165 ScheduleFullUpdate();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 3be0623..b4fc472 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -881,8 +881,8 @@ namespace OpenSim.Region.Framework.Scenes
881 881
882 return items; 882 return items;
883 } 883 }
884 884
885 public SceneObjectGroup GetRezReadySceneObject(TaskInventoryItem item) 885 public bool GetRezReadySceneObjects(TaskInventoryItem item, out List<SceneObjectGroup> objlist, out List<Vector3> veclist)
886 { 886 {
887 AssetBase rezAsset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 887 AssetBase rezAsset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
888 888
@@ -891,70 +891,79 @@ namespace OpenSim.Region.Framework.Scenes
891 m_log.WarnFormat( 891 m_log.WarnFormat(
892 "[PRIM INVENTORY]: Could not find asset {0} for inventory item {1} in {2}", 892 "[PRIM INVENTORY]: Could not find asset {0} for inventory item {1} in {2}",
893 item.AssetID, item.Name, m_part.Name); 893 item.AssetID, item.Name, m_part.Name);
894 return null; 894 objlist = null;
895 veclist = null;
896 return false;
895 } 897 }
896 898
897 string xmlData = Utils.BytesToString(rezAsset.Data); 899 Vector3 bbox;
898 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 900 float offsetHeight;
899 901
900 group.RootPart.AttachPoint = group.RootPart.Shape.State; 902 bool single = m_part.ParentGroup.Scene.GetObjectsToRez(rezAsset.Data, false, out objlist, out veclist, out bbox, out offsetHeight);
901 group.RootPart.AttachOffset = group.AbsolutePosition;
902 group.RootPart.AttachRotation = group.GroupRotation;
903 903
904 group.ResetIDs(); 904 for (int i = 0; i < objlist.Count; i++)
905 {
906 SceneObjectGroup group = objlist[i];
905 907
906 SceneObjectPart rootPart = group.GetPart(group.UUID); 908 group.RootPart.AttachPoint = group.RootPart.Shape.State;
909 group.RootPart.AttachOffset = group.AbsolutePosition;
910 group.RootPart.AttachRotation = group.GroupRotation;
907 911
908 // Since renaming the item in the inventory does not affect the name stored 912 group.ResetIDs();
909 // in the serialization, transfer the correct name from the inventory to the
910 // object itself before we rez.
911 rootPart.Name = item.Name;
912 rootPart.Description = item.Description;
913 913
914 SceneObjectPart[] partList = group.Parts; 914 SceneObjectPart rootPart = group.GetPart(group.UUID);
915 915
916 group.SetGroup(m_part.GroupID, null); 916 // Since renaming the item in the inventory does not affect the name stored
917 // in the serialization, transfer the correct name from the inventory to the
918 // object itself before we rez.
919 rootPart.Name = item.Name;
920 rootPart.Description = item.Description;
917 921
918 // TODO: Remove magic number badness 922 SceneObjectPart[] partList = group.Parts;
919 if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number 923
920 { 924 group.SetGroup(m_part.GroupID, null);
921 if (m_part.ParentGroup.Scene.Permissions.PropagatePermissions()) 925
926 // TODO: Remove magic number badness
927 if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number
922 { 928 {
923 foreach (SceneObjectPart part in partList) 929 if (m_part.ParentGroup.Scene.Permissions.PropagatePermissions())
924 { 930 {
925 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0) 931 foreach (SceneObjectPart part in partList)
926 part.EveryoneMask = item.EveryonePermissions; 932 {
927 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0) 933 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
928 part.NextOwnerMask = item.NextPermissions; 934 part.EveryoneMask = item.EveryonePermissions;
929 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0) 935 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
930 part.GroupMask = item.GroupPermissions; 936 part.NextOwnerMask = item.NextPermissions;
937 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
938 part.GroupMask = item.GroupPermissions;
939 }
940
941 group.ApplyNextOwnerPermissions();
931 } 942 }
932
933 group.ApplyNextOwnerPermissions();
934 } 943 }
935 }
936 944
937 foreach (SceneObjectPart part in partList) 945 foreach (SceneObjectPart part in partList)
938 {
939 // TODO: Remove magic number badness
940 if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number
941 { 946 {
942 part.LastOwnerID = part.OwnerID; 947 // TODO: Remove magic number badness
943 part.OwnerID = item.OwnerID; 948 if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number
944 part.Inventory.ChangeInventoryOwner(item.OwnerID); 949 {
950 part.LastOwnerID = part.OwnerID;
951 part.OwnerID = item.OwnerID;
952 part.Inventory.ChangeInventoryOwner(item.OwnerID);
953 }
954
955 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
956 part.EveryoneMask = item.EveryonePermissions;
957 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
958 part.NextOwnerMask = item.NextPermissions;
959 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
960 part.GroupMask = item.GroupPermissions;
945 } 961 }
946 962
947 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0) 963 rootPart.TrimPermissions();
948 part.EveryoneMask = item.EveryonePermissions;
949 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
950 part.NextOwnerMask = item.NextPermissions;
951 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
952 part.GroupMask = item.GroupPermissions;
953 } 964 }
954 965
955 rootPart.TrimPermissions(); 966 return true;
956
957 return group;
958 } 967 }
959 968
960 /// <summary> 969 /// <summary>