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authorTom2011-09-04 07:06:36 -0700
committerTom2011-09-04 07:06:36 -0700
commit66dec3b8742eff04fbbcc6e3249fe4ba87986500 (patch)
tree76cc708a821d35fac5cdbbce2de304b47064e732 /OpenSim/Region/Framework
parentGuard another nullref (diff)
parentFixed BulletSim config files for Linux *.so libraries. (diff)
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Resolve merge commits, stage 1
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs62
-rw-r--r--OpenSim/Region/Framework/Interfaces/IAvatarFactory.cs25
-rw-r--r--OpenSim/Region/Framework/Interfaces/IInventoryAccessModule.cs56
-rw-r--r--OpenSim/Region/Framework/Interfaces/INPCModule.cs73
-rw-r--r--OpenSim/Region/Framework/Interfaces/IScenePresence.cs88
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISimulatorFeaturesModule.cs43
-rw-r--r--OpenSim/Region/Framework/Interfaces/IUserManagement.cs37
-rw-r--r--OpenSim/Region/Framework/Interfaces/IWorldComm.cs20
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs14
-rw-r--r--OpenSim/Region/Framework/Scenes/AsyncInventorySender.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/EntityBase.cs7
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs11
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs12
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs45
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs308
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs14
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs92
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs233
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs796
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs952
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs11
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs577
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneViewer.cs5
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs53
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/AttachmentTests.cs172
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/BorderTests.cs8
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/EntityManagerTests.cs6
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneGraphTests.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs22
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs16
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs28
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs104
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectStatusTests.cs66
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs8
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs (renamed from OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTests.cs)224
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs (renamed from OpenSim/Region/Framework/Scenes/Tests/StandaloneTeleportTests.cs)14
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs18
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs16
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs6
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs245
42 files changed, 2713 insertions, 1788 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index 788f42b..6bbdd7d 100644
--- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
@@ -37,6 +37,27 @@ namespace OpenSim.Region.Framework.Interfaces
37 public interface IAttachmentsModule 37 public interface IAttachmentsModule
38 { 38 {
39 /// <summary> 39 /// <summary>
40 /// RezAttachments. This should only be called upon login on the first region.
41 /// Attachment rezzings on crossings and TPs are done in a different way.
42 /// </summary>
43 void RezAttachments(IScenePresence sp);
44
45 /// <summary>
46 /// Save the attachments that have change on this presence.
47 /// </summary>
48 /// <param name="sp"></param>
49 void SaveChangedAttachments(IScenePresence sp);
50
51 /// <summary>
52 /// Delete all the presence's attachments from the scene
53 /// </summary>
54 /// <param name="sp">
55 /// This is done when a root agent leaves/is demoted to child (for instance, on logout, teleport or region cross).
56 /// </param>
57 /// <param name="silent"></param>
58 void DeleteAttachmentsFromScene(IScenePresence sp, bool silent);
59
60 /// <summary>
40 /// Attach an object to an avatar from the world. 61 /// Attach an object to an avatar from the world.
41 /// </summary> 62 /// </summary>
42 /// <param name="controllingClient"></param> 63 /// <param name="controllingClient"></param>
@@ -48,13 +69,11 @@ namespace OpenSim.Region.Framework.Interfaces
48 IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, bool silent); 69 IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, bool silent);
49 70
50 /// <summary> 71 /// <summary>
51 /// Attach an object to an avatar. 72 /// Attach an object to an avatar
52 /// </summary> 73 /// </summary>
53 /// <param name="controllingClient"></param> 74 /// <param name="remoteClient"></param>
54 /// <param name="localID"></param> 75 /// <param name="grp"></param>
55 /// <param name="attachPoint"></param> 76 /// <param name="AttachmentPt"></param>
56 /// <param name="rot"></param>
57 /// <param name="attachPos"></param>
58 /// <param name="silent"></param> 77 /// <param name="silent"></param>
59 /// <returns>true if the object was successfully attached, false otherwise</returns> 78 /// <returns>true if the object was successfully attached, false otherwise</returns>
60 bool AttachObject( 79 bool AttachObject(
@@ -67,7 +86,7 @@ namespace OpenSim.Region.Framework.Interfaces
67 /// <param name="itemID"></param> 86 /// <param name="itemID"></param>
68 /// <param name="AttachmentPt"></param> 87 /// <param name="AttachmentPt"></param>
69 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns> 88 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns>
70 UUID RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt); 89 ISceneEntity RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt);
71 90
72 /// <summary> 91 /// <summary>
73 /// Rez an attachment from user inventory 92 /// Rez an attachment from user inventory
@@ -80,7 +99,7 @@ namespace OpenSim.Region.Framework.Interfaces
80 /// False is required so that we don't attempt to update information when a user enters a scene with the 99 /// False is required so that we don't attempt to update information when a user enters a scene with the
81 /// attachment already correctly set up in inventory. 100 /// attachment already correctly set up in inventory.
82 /// <returns>The uuid of the scene object that was attached. Null if the scene object could not be found</returns> 101 /// <returns>The uuid of the scene object that was attached. Null if the scene object could not be found</returns>
83 UUID RezSingleAttachmentFromInventory( 102 ISceneEntity RezSingleAttachmentFromInventory(
84 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus); 103 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus);
85 104
86 // Same as above, but also load script states from a separate doc 105 // Same as above, but also load script states from a separate doc
@@ -101,9 +120,10 @@ namespace OpenSim.Region.Framework.Interfaces
101 /// <summary> 120 /// <summary>
102 /// Detach an object from the avatar. 121 /// Detach an object from the avatar.
103 /// </summary> 122 /// </summary>
104 /// 123 /// <remarks>
105 /// This method is called in response to a client's detach request, so we only update the information in 124 /// This method is called in response to a client's detach request, so we only update the information in
106 /// inventory 125 /// inventory
126 /// </remarks>
107 /// <param name="objectLocalID"></param> 127 /// <param name="objectLocalID"></param>
108 /// <param name="remoteClient"></param> 128 /// <param name="remoteClient"></param>
109 void DetachObject(uint objectLocalID, IClientAPI remoteClient); 129 void DetachObject(uint objectLocalID, IClientAPI remoteClient);
@@ -111,12 +131,12 @@ namespace OpenSim.Region.Framework.Interfaces
111 /// <summary> 131 /// <summary>
112 /// Detach the given item to the ground. 132 /// Detach the given item to the ground.
113 /// </summary> 133 /// </summary>
114 /// <param name="itemID"></param> 134 /// <param name="objectLocalID"></param>
115 /// <param name="remoteClient"></param> 135 /// <param name="remoteClient"></param>
116 void DetachSingleAttachmentToGround(UUID itemID, IClientAPI remoteClient); 136 void DetachSingleAttachmentToGround(uint objectLocalID, IClientAPI remoteClient);
117 137
118 /// <summary> 138 /// <summary>
119 /// Update the user inventory to show a detach. 139 /// Detach the given item so that it remains in the user's inventory.
120 /// </summary> 140 /// </summary>
121 /// <param name="itemID"> 141 /// <param name="itemID">
122 /// A <see cref="UUID"/> 142 /// A <see cref="UUID"/>
@@ -124,23 +144,15 @@ namespace OpenSim.Region.Framework.Interfaces
124 /// <param name="remoteClient"> 144 /// <param name="remoteClient">
125 /// A <see cref="IClientAPI"/> 145 /// A <see cref="IClientAPI"/>
126 /// </param> 146 /// </param>
127 void ShowDetachInUserInventory(UUID itemID, IClientAPI remoteClient); 147 void DetachSingleAttachmentToInv(UUID itemID, IClientAPI remoteClient);
128 148
129 /// <summary> 149 /// <summary>
130 /// Update the user inventory with a changed attachment 150 /// Update the user inventory with a changed attachment
131 /// </summary> 151 /// </summary>
132 /// <param name="remoteClient"> 152 /// <param name="remoteClient"></param>
133 /// A <see cref="IClientAPI"/> 153 /// <param name="grp"></param>
134 /// </param> 154 /// <param name="itemID"></param>
135 /// <param name="grp"> 155 /// <param name="agentID"></param>
136 /// A <see cref="SceneObjectGroup"/>
137 /// </param>
138 /// <param name="itemID">
139 /// A <see cref="UUID"/>
140 /// </param>
141 /// <param name="agentID">
142 /// A <see cref="UUID"/>
143 /// </param>
144 void UpdateKnownItem(IClientAPI remoteClient, SceneObjectGroup grp, UUID itemID, UUID agentID); 156 void UpdateKnownItem(IClientAPI remoteClient, SceneObjectGroup grp, UUID itemID, UUID agentID);
145 } 157 }
146} 158}
diff --git a/OpenSim/Region/Framework/Interfaces/IAvatarFactory.cs b/OpenSim/Region/Framework/Interfaces/IAvatarFactory.cs
index d0e5609..4dbddf4 100644
--- a/OpenSim/Region/Framework/Interfaces/IAvatarFactory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAvatarFactory.cs
@@ -25,6 +25,7 @@
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System.Collections.Generic;
28using OpenMetaverse; 29using OpenMetaverse;
29using OpenSim.Framework; 30using OpenSim.Framework;
30 31
@@ -32,6 +33,30 @@ namespace OpenSim.Region.Framework.Interfaces
32{ 33{
33 public interface IAvatarFactory 34 public interface IAvatarFactory
34 { 35 {
36 /// <summary>
37 /// Send the appearance of an avatar to others in the scene.
38 /// </summary>
39 /// <param name="agentId"></param>
40 /// <returns></returns>
41 bool SendAppearance(UUID agentId);
42
43 /// <summary>
44 /// Return the baked texture ids of the given agent.
45 /// </summary>
46 /// <param name="agentId"></param>
47 /// <returns>An empty list if this agent has no baked textures (e.g. because it's a child agent)</returns>
48 Dictionary<BakeType, Primitive.TextureEntryFace> GetBakedTextureFaces(UUID agentId);
49
50 /// <summary>
51 /// Save the baked textures for the given agent permanently in the asset database.
52 /// </summary>
53 /// <remarks>
54 /// This is used to preserve apperance textures for NPCs
55 /// </remarks>
56 /// <param name="agentId"></param>
57 /// <returns>true if a valid agent was found, false otherwise</returns>
58 bool SaveBakedTextures(UUID agentId);
59
35 bool ValidateBakedTextureCache(IClientAPI client); 60 bool ValidateBakedTextureCache(IClientAPI client);
36 void QueueAppearanceSend(UUID agentid); 61 void QueueAppearanceSend(UUID agentid);
37 void QueueAppearanceSave(UUID agentid); 62 void QueueAppearanceSave(UUID agentid);
diff --git a/OpenSim/Region/Framework/Interfaces/IInventoryAccessModule.cs b/OpenSim/Region/Framework/Interfaces/IInventoryAccessModule.cs
index da11e61..1904011 100644
--- a/OpenSim/Region/Framework/Interfaces/IInventoryAccessModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IInventoryAccessModule.cs
@@ -54,10 +54,58 @@ namespace OpenSim.Region.Framework.Interfaces
54 /// FIXME: This is not very useful. It would be far more useful to return a list of items instead. 54 /// FIXME: This is not very useful. It would be far more useful to return a list of items instead.
55 /// </returns> 55 /// </returns>
56 UUID CopyToInventory(DeRezAction action, UUID folderID, List<SceneObjectGroup> objectGroups, IClientAPI remoteClient); 56 UUID CopyToInventory(DeRezAction action, UUID folderID, List<SceneObjectGroup> objectGroups, IClientAPI remoteClient);
57 57
58 SceneObjectGroup RezObject(IClientAPI remoteClient, UUID itemID, Vector3 RayEnd, Vector3 RayStart, 58 /// <summary>
59 UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection, 59 /// Rez an object into the scene from the user's inventory
60 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment); 60 /// </summary>
61 /// <remarks>
62 /// FIXME: It would be really nice if inventory access modules didn't also actually do the work of rezzing
63 /// things to the scene. The caller should be doing that, I think.
64 /// </remarks>
65 /// <param name="remoteClient"></param>
66 /// <param name="itemID"></param>
67 /// <param name="RayEnd"></param>
68 /// <param name="RayStart"></param>
69 /// <param name="RayTargetID"></param>
70 /// <param name="BypassRayCast"></param>
71 /// <param name="RayEndIsIntersection"></param>
72 /// <param name="RezSelected"></param>
73 /// <param name="RemoveItem"></param>
74 /// <param name="fromTaskID"></param>
75 /// <param name="attachment"></param>
76 /// <returns>The SceneObjectGroup rezzed or null if rez was unsuccessful.</returns>
77 SceneObjectGroup RezObject(
78 IClientAPI remoteClient, UUID itemID, Vector3 RayEnd, Vector3 RayStart,
79 UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
80 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment);
81
82 /// <summary>
83 /// Rez an object into the scene from the user's inventory
84 /// </summary>
85 /// <remarks>
86 /// FIXME: It would be really nice if inventory access modules didn't also actually do the work of rezzing
87 /// things to the scene. The caller should be doing that, I think.
88 /// </remarks>
89 /// <param name="remoteClient"></param>
90 /// <param name="item">
91 /// The item from which the object asset came. Can be null, in which case pre and post rez item adjustment and checks are not performed.
92 /// </param>
93 /// <param name="assetID">The asset id for the object to rez.</param>
94 /// <param name="RayEnd"></param>
95 /// <param name="RayStart"></param>
96 /// <param name="RayTargetID"></param>
97 /// <param name="BypassRayCast"></param>
98 /// <param name="RayEndIsIntersection"></param>
99 /// <param name="RezSelected"></param>
100 /// <param name="RemoveItem"></param>
101 /// <param name="fromTaskID"></param>
102 /// <param name="attachment"></param>
103 /// <returns>The SceneObjectGroup rezzed or null if rez was unsuccessful.</returns>
104 SceneObjectGroup RezObject(
105 IClientAPI remoteClient, InventoryItemBase item, UUID assetID, Vector3 RayEnd, Vector3 RayStart,
106 UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
107 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment);
108
61 void TransferInventoryAssets(InventoryItemBase item, UUID sender, UUID receiver); 109 void TransferInventoryAssets(InventoryItemBase item, UUID sender, UUID receiver);
62 110
63 /// <summary> 111 /// <summary>
diff --git a/OpenSim/Region/Framework/Interfaces/INPCModule.cs b/OpenSim/Region/Framework/Interfaces/INPCModule.cs
index 21a755f..5e5c4a1 100644
--- a/OpenSim/Region/Framework/Interfaces/INPCModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/INPCModule.cs
@@ -26,15 +26,80 @@
26 */ 26 */
27 27
28using OpenMetaverse; 28using OpenMetaverse;
29using OpenSim.Framework;
29using OpenSim.Region.Framework.Scenes; 30using OpenSim.Region.Framework.Scenes;
30 31
31namespace OpenSim.Region.Framework.Interfaces 32namespace OpenSim.Region.Framework.Interfaces
32{ 33{
33 public interface INPCModule 34 public interface INPCModule
34 { 35 {
35 UUID CreateNPC(string firstname, string lastname, Vector3 position, Scene scene, UUID cloneAppearanceFrom); 36 /// <summary>
36 void Autopilot(UUID agentID, Scene scene, Vector3 pos); 37 /// Create an NPC
37 void Say(UUID agentID, Scene scene, string text); 38 /// </summary>
38 void DeleteNPC(UUID agentID, Scene scene); 39 /// <param name="firstname"></param>
40 /// <param name="lastname"></param>
41 /// <param name="position"></param>
42 /// <param name="scene"></param>
43 /// <param name="appearance">The avatar appearance to use for the new NPC.</param>
44 /// <returns>The UUID of the ScenePresence created.</returns>
45 UUID CreateNPC(string firstname, string lastname, Vector3 position, Scene scene, AvatarAppearance appearance);
46
47 /// <summary>
48 /// Check if the agent is an NPC.
49 /// </summary>
50 /// <param name="agentID"></param>
51 /// <param name="scene"></param>
52 /// <returns>True if the agent is an NPC in the given scene. False otherwise.</returns>
53 bool IsNPC(UUID agentID, Scene scene);
54
55 /// <summary>
56 /// Set the appearance for an NPC.
57 /// </summary>
58 /// <param name="agentID"></param>
59 /// <param name="appearance"></param>
60 /// <param name="scene"></param>
61 /// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
62 bool SetNPCAppearance(UUID agentID, AvatarAppearance appearance, Scene scene);
63
64 /// <summary>
65 /// Move an NPC to a target over time.
66 /// </summary>
67 /// <param name="agentID">The UUID of the NPC</param>
68 /// <param name="scene"></param>
69 /// <param name="pos"></param>
70 /// <param name="noFly">
71 /// If true, then the avatar will attempt to walk to the location even if it's up in the air.
72 /// This is to allow walking on prims.
73 /// </param>
74 /// <param name="landAtTarget">
75 /// If true and the avatar is flying when it reaches the target, land.
76 /// </param>
77 /// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
78 bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget);
79
80 /// <summary>
81 /// Stop the NPC's current movement.
82 /// </summary>
83 /// <param name="agentID">The UUID of the NPC</param>
84 /// <param name="scene"></param>
85 /// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
86 bool StopMoveToTarget(UUID agentID, Scene scene);
87
88 /// <summary>
89 /// Get the NPC to say something.
90 /// </summary>
91 /// <param name="agentID">The UUID of the NPC</param>
92 /// <param name="scene"></param>
93 /// <param name="text"></param>
94 /// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
95 bool Say(UUID agentID, Scene scene, string text);
96
97 /// <summary>
98 /// Delete an NPC.
99 /// </summary>
100 /// <param name="agentID">The UUID of the NPC</param>
101 /// <param name="scene"></param>
102 /// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
103 bool DeleteNPC(UUID agentID, Scene scene);
39 } 104 }
40} \ No newline at end of file 105} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Interfaces/IScenePresence.cs b/OpenSim/Region/Framework/Interfaces/IScenePresence.cs
new file mode 100644
index 0000000..8913133
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/IScenePresence.cs
@@ -0,0 +1,88 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenSim.Framework;
31using OpenSim.Region.Framework.Scenes;
32
33namespace OpenSim.Region.Framework.Interfaces
34{
35 /// <summary>
36 /// An agent in the scene.
37 /// </summary>
38 /// <remarks>
39 /// Interface is a work in progress. Please feel free to add other required properties and methods.
40 /// </remarks>
41 public interface IScenePresence : ISceneEntity
42 {
43 /// <value>
44 /// The client controlling this presence
45 /// </value>
46 IClientAPI ControllingClient { get; }
47
48 /// <summary>
49 /// What type of presence is this? User, NPC, etc.
50 /// </summary>
51 PresenceType PresenceType { get; }
52
53 /// <summary>
54 /// Avatar appearance data.
55 /// </summary>
56 /// <remarks>
57 // Because appearance setting is in a module, we actually need
58 // to give it access to our appearance directly, otherwise we
59 // get a synchronization issue.
60 /// </remarks>
61 AvatarAppearance Appearance { get; set; }
62
63 /// <summary>
64 /// The scene objects attached to this avatar.
65 /// </summary>
66 /// <returns>
67 /// A copy of the list.
68 /// </returns>
69 /// <remarks>
70 /// Do not change this list directly - use the attachments module.
71 /// </remarks>
72 List<SceneObjectGroup> GetAttachments();
73
74 /// <summary>
75 /// The scene objects attached to this avatar at a specific attachment point.
76 /// </summary>
77 /// <param name="attachmentPoint"></param>
78 /// <returns></returns>
79 List<SceneObjectGroup> GetAttachments(uint attachmentPoint);
80
81 bool HasAttachments();
82
83 // Don't use these methods directly. Instead, use the AttachmentsModule
84 void AddAttachment(SceneObjectGroup gobj);
85 void RemoveAttachment(SceneObjectGroup gobj);
86 void ClearAttachments();
87 }
88} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Interfaces/ISimulatorFeaturesModule.cs b/OpenSim/Region/Framework/Interfaces/ISimulatorFeaturesModule.cs
new file mode 100644
index 0000000..8cef14e
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/ISimulatorFeaturesModule.cs
@@ -0,0 +1,43 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using OpenMetaverse.StructuredData;
30
31namespace OpenSim.Region.Framework.Interfaces
32{
33 /// <summary>
34 /// Add remove or retrieve Simulator Features that will be given to a viewer via the SimulatorFeatures capability.
35 /// </summary>
36 public interface ISimulatorFeaturesModule
37 {
38 void AddFeature(string name, OSD value);
39 bool RemoveFeature(string name);
40 bool TryGetFeature(string name, out OSD value);
41 OSDMap GetFeatures();
42 }
43} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Interfaces/IUserManagement.cs b/OpenSim/Region/Framework/Interfaces/IUserManagement.cs
index 5d30aa8..c66e053 100644
--- a/OpenSim/Region/Framework/Interfaces/IUserManagement.cs
+++ b/OpenSim/Region/Framework/Interfaces/IUserManagement.cs
@@ -5,13 +5,48 @@ using OpenMetaverse;
5 5
6namespace OpenSim.Region.Framework.Interfaces 6namespace OpenSim.Region.Framework.Interfaces
7{ 7{
8 /// <summary>
9 /// This maintains the relationship between a UUID and a user name.
10 /// </summary>
8 public interface IUserManagement 11 public interface IUserManagement
9 { 12 {
10 string GetUserName(UUID uuid); 13 string GetUserName(UUID uuid);
11 string GetUserHomeURL(UUID uuid); 14 string GetUserHomeURL(UUID uuid);
12 string GetUserUUI(UUID uuid); 15 string GetUserUUI(UUID uuid);
13 string GetUserServerURL(UUID uuid, string serverType); 16 string GetUserServerURL(UUID uuid, string serverType);
14 void AddUser(UUID uuid, string userData); 17
18 /// <summary>
19 /// Add a user.
20 /// </summary>
21 /// <remarks>
22 /// If an account is found for the UUID, then the names in this will be used rather than any information
23 /// extracted from creatorData.
24 /// </remarks>
25 /// <param name="uuid"></param>
26 /// <param name="creatorData">The creator data for this user.</param>
27 void AddUser(UUID uuid, string creatorData);
28
29 /// <summary>
30 /// Add a user.
31 /// </summary>
32 /// <remarks>
33 /// The UUID is related to the name without any other checks being performed, such as user account presence.
34 /// </remarks>
35 /// <param name="uuid"></param>
36 /// <param name="firstName"></param>
37 /// <param name="lastName"></param>
38 void AddUser(UUID uuid, string firstName, string lastName);
39
40 /// <summary>
41 /// Add a user.
42 /// </summary>
43 /// <remarks>
44 /// The arguments apart from uuid are formed into a creatorData string and processing proceeds as for the
45 /// AddUser(UUID uuid, string creatorData) method.
46 /// </remarks>
47 /// <param name="uuid"></param>
48 /// <param name="firstName"></param>
49 /// <param name="profileURL"></param>
15 void AddUser(UUID uuid, string firstName, string lastName, string profileURL); 50 void AddUser(UUID uuid, string firstName, string lastName, string profileURL);
16 } 51 }
17} 52}
diff --git a/OpenSim/Region/Framework/Interfaces/IWorldComm.cs b/OpenSim/Region/Framework/Interfaces/IWorldComm.cs
index 8da99a0..dafbf30 100644
--- a/OpenSim/Region/Framework/Interfaces/IWorldComm.cs
+++ b/OpenSim/Region/Framework/Interfaces/IWorldComm.cs
@@ -81,6 +81,26 @@ namespace OpenSim.Region.Framework.Interfaces
81 void DeliverMessage(ChatTypeEnum type, int channel, string name, UUID id, string msg); 81 void DeliverMessage(ChatTypeEnum type, int channel, string name, UUID id, string msg);
82 82
83 /// <summary> 83 /// <summary>
84 /// Delivers the message to a specified object in the region.
85 /// </summary>
86 /// <param name='target'>
87 /// Target.
88 /// </param>
89 /// <param name='channel'>
90 /// Channel.
91 /// </param>
92 /// <param name='name'>
93 /// Name.
94 /// </param>
95 /// <param name='id'>
96 /// Identifier.
97 /// </param>
98 /// <param name='msg'>
99 /// Message.
100 /// </param>
101 bool DeliverMessageTo(UUID target, int channel, Vector3 pos, string name, UUID id, string msg, out string error);
102
103 /// <summary>
84 /// Are there any listen events ready to be dispatched? 104 /// Are there any listen events ready to be dispatched?
85 /// </summary> 105 /// </summary>
86 /// <returns>boolean indication</returns> 106 /// <returns>boolean indication</returns>
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index 9c103cb..4925175 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -27,6 +27,8 @@
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Reflection;
31using log4net;
30using OpenMetaverse; 32using OpenMetaverse;
31using OpenSim.Framework; 33using OpenSim.Framework;
32using OpenSim.Region.Framework.Interfaces; 34using OpenSim.Region.Framework.Interfaces;
@@ -40,6 +42,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
40 /// </summary> 42 /// </summary>
41 public class ScenePresenceAnimator 43 public class ScenePresenceAnimator
42 { 44 {
45// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
46
43 public AnimationSet Animations 47 public AnimationSet Animations
44 { 48 {
45 get { return m_animations; } 49 get { return m_animations; }
@@ -79,6 +83,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
79 if (m_scenePresence.IsChildAgent) 83 if (m_scenePresence.IsChildAgent)
80 return; 84 return;
81 85
86// m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name);
87
82 if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID)) 88 if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID))
83 SendAnimPack(); 89 SendAnimPack();
84 } 90 }
@@ -93,6 +99,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
93 if (animID == UUID.Zero) 99 if (animID == UUID.Zero)
94 return; 100 return;
95 101
102// m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}", animID, name, m_scenePresence.Name);
103
96 AddAnimation(animID, objectID); 104 AddAnimation(animID, objectID);
97 } 105 }
98 106
@@ -136,6 +144,10 @@ TrySetMovementAnimation("STAND");
136 if (m_animations.TrySetDefaultAnimation( 144 if (m_animations.TrySetDefaultAnimation(
137 anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID)) 145 anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID))
138 { 146 {
147// m_log.DebugFormat(
148// "[SCENE PRESENCE ANIMATOR]: Updating movement animation to {0} for {1}",
149// anim, m_scenePresence.Name);
150
139 // 16384 is CHANGED_ANIMATION 151 // 16384 is CHANGED_ANIMATION
140 m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { (int)Changed.ANIMATION}); 152 m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { (int)Changed.ANIMATION});
141 SendAnimPack(); 153 SendAnimPack();
@@ -353,7 +365,7 @@ TrySetMovementAnimation("STAND");
353/* This section removed, replaced by jumping section 365/* This section removed, replaced by jumping section
354 m_animTickFall = 0; 366 m_animTickFall = 0;
355 367
356 if (move.Z > 0f) 368 if (move.Z > 0.2f)
357 { 369 {
358 // Jumping 370 // Jumping
359 if (!jumping) 371 if (!jumping)
diff --git a/OpenSim/Region/Framework/Scenes/AsyncInventorySender.cs b/OpenSim/Region/Framework/Scenes/AsyncInventorySender.cs
index 06cd14b..9cb5674 100644
--- a/OpenSim/Region/Framework/Scenes/AsyncInventorySender.cs
+++ b/OpenSim/Region/Framework/Scenes/AsyncInventorySender.cs
@@ -70,7 +70,7 @@ namespace OpenSim.Region.Framework.Scenes
70 /// </remarks> 70 /// </remarks>
71 public class AsyncInventorySender 71 public class AsyncInventorySender
72 { 72 {
73 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 73// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
74 74
75 protected Scene m_scene; 75 protected Scene m_scene;
76 76
diff --git a/OpenSim/Region/Framework/Scenes/EntityBase.cs b/OpenSim/Region/Framework/Scenes/EntityBase.cs
index 6fd38e5..213431a 100644
--- a/OpenSim/Region/Framework/Scenes/EntityBase.cs
+++ b/OpenSim/Region/Framework/Scenes/EntityBase.cs
@@ -66,12 +66,7 @@ namespace OpenSim.Region.Framework.Scenes
66 /// <summary> 66 /// <summary>
67 /// Signals whether this entity was in a scene but has since been removed from it. 67 /// Signals whether this entity was in a scene but has since been removed from it.
68 /// </summary> 68 /// </summary>
69 public bool IsDeleted 69 public bool IsDeleted { get; protected internal set; }
70 {
71 get { return m_isDeleted; }
72 set { m_isDeleted = value; }
73 }
74 protected bool m_isDeleted;
75 70
76 protected Vector3 m_pos; 71 protected Vector3 m_pos;
77 72
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 3ec4e59..65c6a29 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -169,8 +169,7 @@ namespace OpenSim.Region.Framework.Scenes
169 public delegate void AvatarEnteringNewParcel(ScenePresence avatar, int localLandID, UUID regionID); 169 public delegate void AvatarEnteringNewParcel(ScenePresence avatar, int localLandID, UUID regionID);
170 public event AvatarEnteringNewParcel OnAvatarEnteringNewParcel; 170 public event AvatarEnteringNewParcel OnAvatarEnteringNewParcel;
171 171
172 public delegate void SignificantClientMovement(IClientAPI remote_client); 172 public event Action<ScenePresence> OnSignificantClientMovement;
173 public event SignificantClientMovement OnSignificantClientMovement;
174 173
175 public delegate void IncomingInstantMessage(GridInstantMessage message); 174 public delegate void IncomingInstantMessage(GridInstantMessage message);
176 public event IncomingInstantMessage OnIncomingInstantMessage; 175 public event IncomingInstantMessage OnIncomingInstantMessage;
@@ -1616,16 +1615,16 @@ namespace OpenSim.Region.Framework.Scenes
1616 } 1615 }
1617 } 1616 }
1618 1617
1619 public void TriggerSignificantClientMovement(IClientAPI client) 1618 public void TriggerSignificantClientMovement(ScenePresence presence)
1620 { 1619 {
1621 SignificantClientMovement handlerSignificantClientMovement = OnSignificantClientMovement; 1620 Action<ScenePresence> handlerSignificantClientMovement = OnSignificantClientMovement;
1622 if (handlerSignificantClientMovement != null) 1621 if (handlerSignificantClientMovement != null)
1623 { 1622 {
1624 foreach (SignificantClientMovement d in handlerSignificantClientMovement.GetInvocationList()) 1623 foreach (Action<ScenePresence> d in handlerSignificantClientMovement.GetInvocationList())
1625 { 1624 {
1626 try 1625 try
1627 { 1626 {
1628 d(client); 1627 d(presence);
1629 } 1628 }
1630 catch (Exception e) 1629 catch (Exception e)
1631 { 1630 {
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 657df15..0a34a4c 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -116,14 +116,13 @@ namespace OpenSim.Region.Framework.Scenes
116 return priority; 116 return priority;
117 } 117 }
118 118
119
120 private uint GetPriorityByTime(IClientAPI client, ISceneEntity entity) 119 private uint GetPriorityByTime(IClientAPI client, ISceneEntity entity)
121 { 120 {
122 // And anything attached to this avatar gets top priority as well 121 // And anything attached to this avatar gets top priority as well
123 if (entity is SceneObjectPart) 122 if (entity is SceneObjectPart)
124 { 123 {
125 SceneObjectPart sop = (SceneObjectPart)entity; 124 SceneObjectPart sop = (SceneObjectPart)entity;
126 if (sop.ParentGroup.RootPart.IsAttachment && client.AgentId == sop.ParentGroup.RootPart.AttachedAvatar) 125 if (sop.ParentGroup.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar)
127 return 1; 126 return 1;
128 } 127 }
129 128
@@ -136,7 +135,7 @@ namespace OpenSim.Region.Framework.Scenes
136 if (entity is SceneObjectPart) 135 if (entity is SceneObjectPart)
137 { 136 {
138 SceneObjectPart sop = (SceneObjectPart)entity; 137 SceneObjectPart sop = (SceneObjectPart)entity;
139 if (sop.ParentGroup.RootPart.IsAttachment && client.AgentId == sop.ParentGroup.RootPart.AttachedAvatar) 138 if (sop.ParentGroup.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar)
140 return 1; 139 return 1;
141 } 140 }
142 141
@@ -149,7 +148,7 @@ namespace OpenSim.Region.Framework.Scenes
149 if (entity is SceneObjectPart) 148 if (entity is SceneObjectPart)
150 { 149 {
151 SceneObjectPart sop = (SceneObjectPart)entity; 150 SceneObjectPart sop = (SceneObjectPart)entity;
152 if (sop.ParentGroup.RootPart.IsAttachment && client.AgentId == sop.ParentGroup.RootPart.AttachedAvatar) 151 if (sop.ParentGroup.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar)
153 return 1; 152 return 1;
154 } 153 }
155 154
@@ -172,7 +171,7 @@ namespace OpenSim.Region.Framework.Scenes
172 if (entity is SceneObjectPart) 171 if (entity is SceneObjectPart)
173 { 172 {
174 // Attachments are high priority, 173 // Attachments are high priority,
175 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment) 174 if (((SceneObjectPart)entity).ParentGroup.IsAttachment)
176 return 1; 175 return 1;
177 176
178 // Non physical prims are lower priority than physical prims 177 // Non physical prims are lower priority than physical prims
@@ -209,8 +208,7 @@ namespace OpenSim.Region.Framework.Scenes
209 if (entity is SceneObjectPart) 208 if (entity is SceneObjectPart)
210 { 209 {
211 SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup; 210 SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup;
212 if (group != null) 211 entityPos = group.AbsolutePosition;
213 entityPos = group.AbsolutePosition;
214 } 212 }
215 213
216 // Use the camera position for local agents and avatar position for remote agents 214 // Use the camera position for local agents and avatar position for remote agents
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index dbefb4a..89f3683 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -211,16 +211,10 @@ namespace OpenSim.Region.Framework.Scenes
211 211
212 // Retrieve group 212 // Retrieve group
213 SceneObjectPart part = GetSceneObjectPart(primId); 213 SceneObjectPart part = GetSceneObjectPart(primId);
214 SceneObjectGroup group = part.ParentGroup; 214 if (part == null)
215 if (null == group)
216 {
217 m_log.ErrorFormat(
218 "[PRIM INVENTORY]: " +
219 "Prim inventory update requested for item ID {0} in prim ID {1} but this prim does not exist",
220 itemId, primId);
221
222 return new ArrayList(); 215 return new ArrayList();
223 } 216
217 SceneObjectGroup group = part.ParentGroup;
224 218
225 // Retrieve item 219 // Retrieve item
226 TaskInventoryItem item = group.GetInventoryItem(part.LocalId, itemId); 220 TaskInventoryItem item = group.GetInventoryItem(part.LocalId, itemId);
@@ -709,7 +703,10 @@ namespace OpenSim.Region.Framework.Scenes
709 newName = item.Name; 703 newName = item.Name;
710 } 704 }
711 705
712 if (remoteClient.AgentId == oldAgentID || (LibraryService != null && LibraryService.LibraryRootFolder != null && oldAgentID == LibraryService.LibraryRootFolder.Owner)) 706 if (remoteClient.AgentId == oldAgentID
707 || (LibraryService != null
708 && LibraryService.LibraryRootFolder != null
709 && oldAgentID == LibraryService.LibraryRootFolder.Owner))
713 { 710 {
714 CreateNewInventoryItem( 711 CreateNewInventoryItem(
715 remoteClient, item.CreatorId, item.CreatorData, newFolderID, newName, item.Flags, callbackID, asset, (sbyte)item.InvType, 712 remoteClient, item.CreatorId, item.CreatorData, newFolderID, newName, item.Flags, callbackID, asset, (sbyte)item.InvType,
@@ -981,23 +978,14 @@ namespace OpenSim.Region.Framework.Scenes
981 if (item == null) 978 if (item == null)
982 return; 979 return;
983 980
984 if (item.Type == 10) 981 if (item.Type == 10)
985 {
986 part.RemoveScriptEvents(itemID);
987 EventManager.TriggerRemoveScript(localID, itemID);
988 }
989
990 group.RemoveInventoryItem(localID, itemID);
991 part.GetProperties(remoteClient);
992 }
993 else
994 { 982 {
995 m_log.ErrorFormat( 983 part.RemoveScriptEvents(itemID);
996 "[PRIM INVENTORY]: " + 984 EventManager.TriggerRemoveScript(localID, itemID);
997 "Removal of item {0} requested of prim {1} but this prim does not exist",
998 itemID,
999 localID);
1000 } 985 }
986
987 group.RemoveInventoryItem(localID, itemID);
988 part.GetProperties(remoteClient);
1001 } 989 }
1002 990
1003 private InventoryItemBase CreateAgentInventoryItemFromTask(UUID destAgent, SceneObjectPart part, UUID itemId) 991 private InventoryItemBase CreateAgentInventoryItemFromTask(UUID destAgent, SceneObjectPart part, UUID itemId)
@@ -1780,7 +1768,7 @@ namespace OpenSim.Region.Framework.Scenes
1780 } 1768 }
1781 1769
1782 // Already deleted by someone else 1770 // Already deleted by someone else
1783 if (part.ParentGroup == null || part.ParentGroup.IsDeleted) 1771 if (part.ParentGroup.IsDeleted)
1784 { 1772 {
1785 //Client still thinks the object exists, kill it 1773 //Client still thinks the object exists, kill it
1786 deleteIDs.Add(localID); 1774 deleteIDs.Add(localID);
@@ -2158,6 +2146,9 @@ namespace OpenSim.Region.Framework.Scenes
2158 foreach (uint localID in localIDs) 2146 foreach (uint localID in localIDs)
2159 { 2147 {
2160 SceneObjectPart part = GetSceneObjectPart(localID); 2148 SceneObjectPart part = GetSceneObjectPart(localID);
2149 if (part == null)
2150 continue;
2151
2161 if (!groups.Contains(part.ParentGroup)) 2152 if (!groups.Contains(part.ParentGroup))
2162 groups.Add(part.ParentGroup); 2153 groups.Add(part.ParentGroup);
2163 } 2154 }
@@ -2203,6 +2194,8 @@ namespace OpenSim.Region.Framework.Scenes
2203 foreach (uint localID in localIDs) 2194 foreach (uint localID in localIDs)
2204 { 2195 {
2205 SceneObjectPart part = GetSceneObjectPart(localID); 2196 SceneObjectPart part = GetSceneObjectPart(localID);
2197 if (part == null)
2198 continue;
2206 part.GetProperties(remoteClient); 2199 part.GetProperties(remoteClient);
2207 } 2200 }
2208 } 2201 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index 9bef443..9da57a8 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -191,10 +191,6 @@ namespace OpenSim.Region.Framework.Scenes
191 if (part == null) 191 if (part == null)
192 return; 192 return;
193 193
194 // The prim is in the process of being deleted.
195 if (null == part.ParentGroup.RootPart)
196 return;
197
198 // A deselect packet contains all the local prims being deselected. However, since selection is still 194 // A deselect packet contains all the local prims being deselected. However, since selection is still
199 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims 195 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims
200 // we end up sending many duplicate ObjectUpdates 196 // we end up sending many duplicate ObjectUpdates
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index ec82cc3..26fe61d 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -635,6 +635,10 @@ namespace OpenSim.Region.Framework.Scenes
635 "delete object name <name>", 635 "delete object name <name>",
636 "Delete object by name", HandleDeleteObject); 636 "Delete object by name", HandleDeleteObject);
637 637
638 MainConsole.Instance.Commands.AddCommand("region", false, "delete object outside",
639 "delete object outside",
640 "Delete all objects outside boundaries", HandleDeleteObject);
641
638 //Bind Storage Manager functions to some land manager functions for this scene 642 //Bind Storage Manager functions to some land manager functions for this scene
639 EventManager.OnLandObjectAdded += 643 EventManager.OnLandObjectAdded +=
640 new EventManager.LandObjectAdded(simDataService.StoreLandObject); 644 new EventManager.LandObjectAdded(simDataService.StoreLandObject);
@@ -1703,20 +1707,20 @@ namespace OpenSim.Region.Framework.Scenes
1703 1707
1704 m_sceneGridService.SetScene(this); 1708 m_sceneGridService.SetScene(this);
1705 1709
1706 // If we generate maptiles internally at all, the maptile generator 1710 GridRegion region = new GridRegion(RegionInfo);
1707 // will register the region. If not, do it here 1711 string error = GridService.RegisterRegion(RegionInfo.ScopeID, region);
1708 if (m_generateMaptiles) 1712 if (error != String.Empty)
1709 { 1713 {
1710 RegenerateMaptile(null, null); 1714 throw new Exception(error);
1711 } 1715 }
1712 else 1716
1717 // Generate the maptile asynchronously, because sometimes it can be very slow and we
1718 // don't want this to delay starting the region.
1719 if (m_generateMaptiles)
1713 { 1720 {
1714 GridRegion region = new GridRegion(RegionInfo); 1721 Util.FireAndForget(delegate {
1715 string error = GridService.RegisterRegion(RegionInfo.ScopeID, region); 1722 RegenerateMaptile(null, null);
1716 if (error != String.Empty) 1723 });
1717 {
1718 throw new Exception(error);
1719 }
1720 } 1724 }
1721 } 1725 }
1722 1726
@@ -1757,6 +1761,7 @@ namespace OpenSim.Region.Framework.Scenes
1757 /// <summary> 1761 /// <summary>
1758 /// Loads the World's objects 1762 /// Loads the World's objects
1759 /// </summary> 1763 /// </summary>
1764 /// <param name="regionID"></param>
1760 public virtual void LoadPrimsFromStorage(UUID regionID) 1765 public virtual void LoadPrimsFromStorage(UUID regionID)
1761 { 1766 {
1762 LoadingPrims = true; 1767 LoadingPrims = true;
@@ -1769,20 +1774,13 @@ namespace OpenSim.Region.Framework.Scenes
1769 foreach (SceneObjectGroup group in PrimsFromDB) 1774 foreach (SceneObjectGroup group in PrimsFromDB)
1770 { 1775 {
1771 EventManager.TriggerOnSceneObjectLoaded(group); 1776 EventManager.TriggerOnSceneObjectLoaded(group);
1772
1773 if (group.RootPart == null)
1774 {
1775 m_log.ErrorFormat(
1776 "[SCENE]: Found a SceneObjectGroup with m_rootPart == null and {0} children",
1777 group.Parts == null ? 0 : group.PrimCount);
1778 }
1779
1780 AddRestoredSceneObject(group, true, true); 1777 AddRestoredSceneObject(group, true, true);
1781 SceneObjectPart rootPart = group.GetChildPart(group.UUID); 1778 SceneObjectPart rootPart = group.GetChildPart(group.UUID);
1782 rootPart.Flags &= ~PrimFlags.Scripted; 1779 rootPart.Flags &= ~PrimFlags.Scripted;
1783 rootPart.TrimPermissions(); 1780 rootPart.TrimPermissions();
1784 group.CheckSculptAndLoad(); 1781
1785 //rootPart.DoPhysicsPropertyUpdate(UsePhysics, true); 1782 // Don't do this here - it will get done later on when sculpt data is loaded.
1783// group.CheckSculptAndLoad();
1786 } 1784 }
1787 1785
1788 m_log.Info("[SCENE]: Loaded " + PrimsFromDB.Count.ToString() + " SceneObject(s)"); 1786 m_log.Info("[SCENE]: Loaded " + PrimsFromDB.Count.ToString() + " SceneObject(s)");
@@ -2643,10 +2641,11 @@ namespace OpenSim.Region.Framework.Scenes
2643 #region Add/Remove Avatar Methods 2641 #region Add/Remove Avatar Methods
2644 2642
2645 /// <summary> 2643 /// <summary>
2646 /// Adding a New Client and Create a Presence for it. 2644 /// Add a new client and create a child agent for it.
2647 /// </summary> 2645 /// </summary>
2648 /// <param name="client"></param> 2646 /// <param name="client"></param>
2649 public override void AddNewClient(IClientAPI client) 2647 /// <param name="type">The type of agent to add.</param>
2648 public override void AddNewClient(IClientAPI client, PresenceType type)
2650 { 2649 {
2651 AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode); 2650 AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode);
2652 bool vialogin = false; 2651 bool vialogin = false;
@@ -2667,7 +2666,7 @@ namespace OpenSim.Region.Framework.Scenes
2667 m_clientManager.Add(client); 2666 m_clientManager.Add(client);
2668 SubscribeToClientEvents(client); 2667 SubscribeToClientEvents(client);
2669 2668
2670 ScenePresence sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance); 2669 ScenePresence sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type);
2671 m_eventManager.TriggerOnNewPresence(sp); 2670 m_eventManager.TriggerOnNewPresence(sp);
2672 2671
2673 sp.TeleportFlags = (TeleportFlags)aCircuit.teleportFlags; 2672 sp.TeleportFlags = (TeleportFlags)aCircuit.teleportFlags;
@@ -2678,16 +2677,17 @@ namespace OpenSim.Region.Framework.Scenes
2678 if (aCircuit.child == false) 2677 if (aCircuit.child == false)
2679 { 2678 {
2680 sp.IsChildAgent = false; 2679 sp.IsChildAgent = false;
2681 Util.FireAndForget(delegate(object o) { sp.RezAttachments(); }); 2680 Util.FireAndForget(delegate(object o) { AttachmentsModule.RezAttachments(sp); });
2682 } 2681 }
2683 } 2682 }
2684 2683
2685 if (TryGetScenePresence(client.AgentId, out presence)) 2684 ScenePresence createdSp = GetScenePresence(client.AgentId);
2685 if (createdSp != null)
2686 { 2686 {
2687 m_LastLogin = Util.EnvironmentTickCount(); 2687 m_LastLogin = Util.EnvironmentTickCount();
2688 2688
2689 // Cache the user's name 2689 // Cache the user's name
2690 CacheUserName(aCircuit); 2690 CacheUserName(createdSp, aCircuit);
2691 2691
2692 EventManager.TriggerOnNewClient(client); 2692 EventManager.TriggerOnNewClient(client);
2693 if (vialogin) 2693 if (vialogin)
@@ -2702,28 +2702,41 @@ namespace OpenSim.Region.Framework.Scenes
2702 } 2702 }
2703 } 2703 }
2704 2704
2705 private void CacheUserName(AgentCircuitData aCircuit) 2705 /// <summary>
2706 /// Cache the user name for later use.
2707 /// </summary>
2708 /// <param name="sp"></param>
2709 /// <param name="aCircuit"></param>
2710 private void CacheUserName(ScenePresence sp, AgentCircuitData aCircuit)
2706 { 2711 {
2707 IUserManagement uMan = RequestModuleInterface<IUserManagement>(); 2712 IUserManagement uMan = RequestModuleInterface<IUserManagement>();
2708 if (uMan != null) 2713 if (uMan != null)
2709 { 2714 {
2710 string homeURL = string.Empty;
2711 string first = aCircuit.firstname, last = aCircuit.lastname; 2715 string first = aCircuit.firstname, last = aCircuit.lastname;
2712 2716
2713 if (aCircuit.ServiceURLs.ContainsKey("HomeURI")) 2717 if (sp.PresenceType == PresenceType.Npc)
2714 homeURL = aCircuit.ServiceURLs["HomeURI"].ToString(); 2718 {
2715 2719 uMan.AddUser(aCircuit.AgentID, first, last);
2716 if (aCircuit.lastname.StartsWith("@")) 2720 }
2721 else
2717 { 2722 {
2718 string[] parts = aCircuit.firstname.Split('.'); 2723 string homeURL = string.Empty;
2719 if (parts.Length >= 2) 2724
2725 if (aCircuit.ServiceURLs.ContainsKey("HomeURI"))
2726 homeURL = aCircuit.ServiceURLs["HomeURI"].ToString();
2727
2728 if (aCircuit.lastname.StartsWith("@"))
2720 { 2729 {
2721 first = parts[0]; 2730 string[] parts = aCircuit.firstname.Split('.');
2722 last = parts[1]; 2731 if (parts.Length >= 2)
2732 {
2733 first = parts[0];
2734 last = parts[1];
2735 }
2723 } 2736 }
2724 }
2725 2737
2726 uMan.AddUser(aCircuit.AgentID, first, last, homeURL); 2738 uMan.AddUser(aCircuit.AgentID, first, last, homeURL);
2739 }
2727 } 2740 }
2728 } 2741 }
2729 2742
@@ -2821,12 +2834,14 @@ namespace OpenSim.Region.Framework.Scenes
2821 2834
2822 public virtual void SubscribeToClientPrimEvents(IClientAPI client) 2835 public virtual void SubscribeToClientPrimEvents(IClientAPI client)
2823 { 2836 {
2824 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimPosition; 2837 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
2825 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; 2838 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
2826 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimRotation; 2839
2827 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimRotation; 2840 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
2841 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
2828 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; 2842 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
2829 client.OnUpdatePrimSingleRotationPosition += m_sceneGraph.UpdatePrimSingleRotationPosition; 2843 client.OnUpdatePrimSingleRotationPosition += m_sceneGraph.UpdatePrimSingleRotationPosition;
2844
2830 client.OnUpdatePrimScale += m_sceneGraph.UpdatePrimScale; 2845 client.OnUpdatePrimScale += m_sceneGraph.UpdatePrimScale;
2831 client.OnUpdatePrimGroupScale += m_sceneGraph.UpdatePrimGroupScale; 2846 client.OnUpdatePrimGroupScale += m_sceneGraph.UpdatePrimGroupScale;
2832 client.OnUpdateExtraParams += m_sceneGraph.UpdateExtraParam; 2847 client.OnUpdateExtraParams += m_sceneGraph.UpdateExtraParam;
@@ -2856,7 +2871,6 @@ namespace OpenSim.Region.Framework.Scenes
2856 client.OnUndo += m_sceneGraph.HandleUndo; 2871 client.OnUndo += m_sceneGraph.HandleUndo;
2857 client.OnRedo += m_sceneGraph.HandleRedo; 2872 client.OnRedo += m_sceneGraph.HandleRedo;
2858 client.OnObjectDescription += m_sceneGraph.PrimDescription; 2873 client.OnObjectDescription += m_sceneGraph.PrimDescription;
2859 client.OnObjectDrop += m_sceneGraph.DropObject;
2860 client.OnObjectIncludeInSearch += m_sceneGraph.MakeObjectSearchable; 2874 client.OnObjectIncludeInSearch += m_sceneGraph.MakeObjectSearchable;
2861 client.OnObjectOwner += ObjectOwner; 2875 client.OnObjectOwner += ObjectOwner;
2862 } 2876 }
@@ -2949,12 +2963,14 @@ namespace OpenSim.Region.Framework.Scenes
2949 2963
2950 public virtual void UnSubscribeToClientPrimEvents(IClientAPI client) 2964 public virtual void UnSubscribeToClientPrimEvents(IClientAPI client)
2951 { 2965 {
2952 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimPosition; 2966 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
2953 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; 2967 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
2954 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimRotation; 2968
2955 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimRotation; 2969 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
2970 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
2956 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; 2971 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
2957 client.OnUpdatePrimSingleRotationPosition -= m_sceneGraph.UpdatePrimSingleRotationPosition; 2972 client.OnUpdatePrimSingleRotationPosition -= m_sceneGraph.UpdatePrimSingleRotationPosition;
2973
2958 client.OnUpdatePrimScale -= m_sceneGraph.UpdatePrimScale; 2974 client.OnUpdatePrimScale -= m_sceneGraph.UpdatePrimScale;
2959 client.OnUpdatePrimGroupScale -= m_sceneGraph.UpdatePrimGroupScale; 2975 client.OnUpdatePrimGroupScale -= m_sceneGraph.UpdatePrimGroupScale;
2960 client.OnUpdateExtraParams -= m_sceneGraph.UpdateExtraParam; 2976 client.OnUpdateExtraParams -= m_sceneGraph.UpdateExtraParam;
@@ -2982,7 +2998,6 @@ namespace OpenSim.Region.Framework.Scenes
2982 client.OnUndo -= m_sceneGraph.HandleUndo; 2998 client.OnUndo -= m_sceneGraph.HandleUndo;
2983 client.OnRedo -= m_sceneGraph.HandleRedo; 2999 client.OnRedo -= m_sceneGraph.HandleRedo;
2984 client.OnObjectDescription -= m_sceneGraph.PrimDescription; 3000 client.OnObjectDescription -= m_sceneGraph.PrimDescription;
2985 client.OnObjectDrop -= m_sceneGraph.DropObject;
2986 client.OnObjectIncludeInSearch -= m_sceneGraph.MakeObjectSearchable; 3001 client.OnObjectIncludeInSearch -= m_sceneGraph.MakeObjectSearchable;
2987 client.OnObjectOwner -= ObjectOwner; 3002 client.OnObjectOwner -= ObjectOwner;
2988 } 3003 }
@@ -3098,58 +3113,51 @@ namespace OpenSim.Region.Framework.Scenes
3098 Vector3 AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z); 3113 Vector3 AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z);
3099 Vector3 AXdirection = new Vector3(direction.X, direction.Y, direction.Z); 3114 Vector3 AXdirection = new Vector3(direction.X, direction.Y, direction.Z);
3100 3115
3101 if (target2.ParentGroup != null) 3116 pos = target2.AbsolutePosition;
3102 { 3117 //m_log.Info("[OBJECT_REZ]: TargetPos: " + pos.ToString() + ", RayStart: " + RayStart.ToString() + ", RayEnd: " + RayEnd.ToString() + ", Volume: " + Util.GetDistanceTo(RayStart,RayEnd).ToString() + ", mag1: " + Util.GetMagnitude(RayStart).ToString() + ", mag2: " + Util.GetMagnitude(RayEnd).ToString());
3103 pos = target2.AbsolutePosition;
3104 //m_log.Info("[OBJECT_REZ]: TargetPos: " + pos.ToString() + ", RayStart: " + RayStart.ToString() + ", RayEnd: " + RayEnd.ToString() + ", Volume: " + Util.GetDistanceTo(RayStart,RayEnd).ToString() + ", mag1: " + Util.GetMagnitude(RayStart).ToString() + ", mag2: " + Util.GetMagnitude(RayEnd).ToString());
3105 3118
3106 // TODO: Raytrace better here 3119 // TODO: Raytrace better here
3107 3120
3108 //EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection)); 3121 //EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection));
3109 Ray NewRay = new Ray(AXOrigin, AXdirection); 3122 Ray NewRay = new Ray(AXOrigin, AXdirection);
3110 3123
3111 // Ray Trace against target here 3124 // Ray Trace against target here
3112 EntityIntersection ei = target2.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, CopyCenters); 3125 EntityIntersection ei = target2.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, CopyCenters);
3113 3126
3114 // Un-comment out the following line to Get Raytrace results printed to the console. 3127 // Un-comment out the following line to Get Raytrace results printed to the console.
3115 //m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 3128 //m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
3116 float ScaleOffset = 0.5f; 3129 float ScaleOffset = 0.5f;
3117 3130
3118 // If we hit something 3131 // If we hit something
3119 if (ei.HitTF) 3132 if (ei.HitTF)
3120 { 3133 {
3121 Vector3 scale = target.Scale; 3134 Vector3 scale = target.Scale;
3122 Vector3 scaleComponent = new Vector3(ei.AAfaceNormal.X, ei.AAfaceNormal.Y, ei.AAfaceNormal.Z); 3135 Vector3 scaleComponent = new Vector3(ei.AAfaceNormal.X, ei.AAfaceNormal.Y, ei.AAfaceNormal.Z);
3123 if (scaleComponent.X != 0) ScaleOffset = scale.X; 3136 if (scaleComponent.X != 0) ScaleOffset = scale.X;
3124 if (scaleComponent.Y != 0) ScaleOffset = scale.Y; 3137 if (scaleComponent.Y != 0) ScaleOffset = scale.Y;
3125 if (scaleComponent.Z != 0) ScaleOffset = scale.Z; 3138 if (scaleComponent.Z != 0) ScaleOffset = scale.Z;
3126 ScaleOffset = Math.Abs(ScaleOffset); 3139 ScaleOffset = Math.Abs(ScaleOffset);
3127 Vector3 intersectionpoint = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 3140 Vector3 intersectionpoint = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
3128 Vector3 normal = new Vector3(ei.normal.X, ei.normal.Y, ei.normal.Z); 3141 Vector3 normal = new Vector3(ei.normal.X, ei.normal.Y, ei.normal.Z);
3129 Vector3 offset = normal * (ScaleOffset / 2f); 3142 Vector3 offset = normal * (ScaleOffset / 2f);
3130 pos = intersectionpoint + offset; 3143 pos = intersectionpoint + offset;
3131 3144
3132 // stick in offset format from the original prim 3145 // stick in offset format from the original prim
3133 pos = pos - target.ParentGroup.AbsolutePosition; 3146 pos = pos - target.ParentGroup.AbsolutePosition;
3134 if (CopyRotates) 3147 if (CopyRotates)
3135 { 3148 {
3136 Quaternion worldRot = target2.GetWorldRotation(); 3149 Quaternion worldRot = target2.GetWorldRotation();
3137 3150
3138 // SceneObjectGroup obj = m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot); 3151 // SceneObjectGroup obj = m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot);
3139 m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot); 3152 m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot);
3140 //obj.Rotation = worldRot; 3153 //obj.Rotation = worldRot;
3141 //obj.UpdateGroupRotationR(worldRot); 3154 //obj.UpdateGroupRotationR(worldRot);
3142 } 3155 }
3143 else 3156 else
3144 { 3157 {
3145 m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID); 3158 m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID);
3146 }
3147 } 3159 }
3148
3149 return;
3150 } 3160 }
3151
3152 return;
3153 } 3161 }
3154 } 3162 }
3155 3163
@@ -3192,7 +3200,7 @@ namespace OpenSim.Region.Framework.Scenes
3192 if (aCircuit == null) 3200 if (aCircuit == null)
3193 { 3201 {
3194 m_log.DebugFormat("[APPEARANCE] Client did not supply a circuit. Non-Linden? Creating default appearance."); 3202 m_log.DebugFormat("[APPEARANCE] Client did not supply a circuit. Non-Linden? Creating default appearance.");
3195 appearance = new AvatarAppearance(client.AgentId); 3203 appearance = new AvatarAppearance();
3196 return; 3204 return;
3197 } 3205 }
3198 3206
@@ -3200,15 +3208,11 @@ namespace OpenSim.Region.Framework.Scenes
3200 if (appearance == null) 3208 if (appearance == null)
3201 { 3209 {
3202 m_log.DebugFormat("[APPEARANCE]: Appearance not found in {0}, returning default", RegionInfo.RegionName); 3210 m_log.DebugFormat("[APPEARANCE]: Appearance not found in {0}, returning default", RegionInfo.RegionName);
3203 appearance = new AvatarAppearance(client.AgentId); 3211 appearance = new AvatarAppearance();
3204 } 3212 }
3205 } 3213 }
3206 3214
3207 /// <summary> 3215 public override void RemoveClient(UUID agentID, bool closeChildAgents)
3208 /// Remove the given client from the scene.
3209 /// </summary>
3210 /// <param name="agentID"></param>
3211 public override void RemoveClient(UUID agentID)
3212 { 3216 {
3213 CheckHeartbeat(); 3217 CheckHeartbeat();
3214 bool childagentYN = false; 3218 bool childagentYN = false;
@@ -3229,15 +3233,17 @@ namespace OpenSim.Region.Framework.Scenes
3229 (childagentYN ? "child" : "root"), agentID, RegionInfo.RegionName); 3233 (childagentYN ? "child" : "root"), agentID, RegionInfo.RegionName);
3230 3234
3231 m_sceneGraph.removeUserCount(!childagentYN); 3235 m_sceneGraph.removeUserCount(!childagentYN);
3232 3236
3233 if (CapsModule != null) 3237 // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop
3238 // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI
3239 if (closeChildAgents && CapsModule != null)
3234 CapsModule.RemoveCaps(agentID); 3240 CapsModule.RemoveCaps(agentID);
3235 3241
3236 // REFACTORING PROBLEM -- well not really a problem, but just to point out that whatever 3242 // REFACTORING PROBLEM -- well not really a problem, but just to point out that whatever
3237 // this method is doing is HORRIBLE!!! 3243 // this method is doing is HORRIBLE!!!
3238 avatar.Scene.NeedSceneCacheClear(avatar.UUID); 3244 avatar.Scene.NeedSceneCacheClear(avatar.UUID);
3239 3245
3240 if (!avatar.IsChildAgent) 3246 if (closeChildAgents && !avatar.IsChildAgent)
3241 { 3247 {
3242 //List<ulong> childknownRegions = new List<ulong>(); 3248 //List<ulong> childknownRegions = new List<ulong>();
3243 //List<ulong> ckn = avatar.KnownChildRegionHandles; 3249 //List<ulong> ckn = avatar.KnownChildRegionHandles;
@@ -3263,8 +3269,8 @@ namespace OpenSim.Region.Framework.Scenes
3263 m_eventManager.TriggerOnRemovePresence(agentID); 3269 m_eventManager.TriggerOnRemovePresence(agentID);
3264 m_log.Debug("[Scene] Finished OnRemovePresence"); 3270 m_log.Debug("[Scene] Finished OnRemovePresence");
3265 3271
3266 if (avatar != null && (!avatar.IsChildAgent)) 3272 if (AttachmentsModule != null && !avatar.IsChildAgent && avatar.PresenceType != PresenceType.Npc)
3267 avatar.SaveChangedAttachments(); 3273 AttachmentsModule.SaveChangedAttachments(avatar);
3268 3274
3269 if (avatar != null && (!avatar.IsChildAgent)) 3275 if (avatar != null && (!avatar.IsChildAgent))
3270 avatar.SaveChangedAttachments(); 3276 avatar.SaveChangedAttachments();
@@ -3304,7 +3310,7 @@ namespace OpenSim.Region.Framework.Scenes
3304 } 3310 }
3305 m_log.Debug("[Scene] Done. Firing RemoveCircuit"); 3311 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3306 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3312 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3307 CleanDroppedAttachments(); 3313// CleanDroppedAttachments();
3308 m_log.Debug("[Scene] The avatar has left the building"); 3314 m_log.Debug("[Scene] The avatar has left the building");
3309 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3315 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3310 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3316 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
@@ -3540,7 +3546,7 @@ namespace OpenSim.Region.Framework.Scenes
3540 3546
3541 if (vialogin) 3547 if (vialogin)
3542 { 3548 {
3543 CleanDroppedAttachments(); 3549// CleanDroppedAttachments();
3544 3550
3545 if (TestBorderCross(agent.startpos, Cardinals.E)) 3551 if (TestBorderCross(agent.startpos, Cardinals.E))
3546 { 3552 {
@@ -3699,11 +3705,12 @@ namespace OpenSim.Region.Framework.Scenes
3699 3705
3700 if (AuthorizationService != null) 3706 if (AuthorizationService != null)
3701 { 3707 {
3702 if (!AuthorizationService.IsAuthorizedForRegion(agentID.ToString(), RegionInfo.RegionID.ToString(),out reason)) 3708 if (!AuthorizationService.IsAuthorizedForRegion(
3709 agent.AgentID.ToString(), agent.firstname, agent.lastname, RegionInfo.RegionID.ToString(), out reason))
3703 { 3710 {
3704 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} at {1} because the user does not have access to the region", 3711 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} at {1} because the user does not have access to the region",
3705 agentID, RegionInfo.RegionName); 3712 agentID, RegionInfo.RegionName);
3706 //reason = String.Format("You are not currently on the access list for {0}",RegionInfo.RegionName); 3713
3707 return false; 3714 return false;
3708 } 3715 }
3709 } 3716 }
@@ -4033,8 +4040,11 @@ namespace OpenSim.Region.Framework.Scenes
4033 } 4040 }
4034 4041
4035 /// <summary> 4042 /// <summary>
4036 /// Tries to teleport agent to other region. 4043 /// Tries to teleport agent to another region.
4037 /// </summary> 4044 /// </summary>
4045 /// <remarks>
4046 /// The region name must exactly match that given.
4047 /// </remarks>
4038 /// <param name="remoteClient"></param> 4048 /// <param name="remoteClient"></param>
4039 /// <param name="regionName"></param> 4049 /// <param name="regionName"></param>
4040 /// <param name="position"></param> 4050 /// <param name="position"></param>
@@ -4043,15 +4053,16 @@ namespace OpenSim.Region.Framework.Scenes
4043 public void RequestTeleportLocation(IClientAPI remoteClient, string regionName, Vector3 position, 4053 public void RequestTeleportLocation(IClientAPI remoteClient, string regionName, Vector3 position,
4044 Vector3 lookat, uint teleportFlags) 4054 Vector3 lookat, uint teleportFlags)
4045 { 4055 {
4046 List<GridRegion> regions = GridService.GetRegionsByName(RegionInfo.ScopeID, regionName, 1); 4056 GridRegion region = GridService.GetRegionByName(RegionInfo.ScopeID, regionName);
4047 if (regions == null || regions.Count == 0) 4057
4058 if (region == null)
4048 { 4059 {
4049 // can't find the region: Tell viewer and abort 4060 // can't find the region: Tell viewer and abort
4050 remoteClient.SendTeleportFailed("The region '" + regionName + "' could not be found."); 4061 remoteClient.SendTeleportFailed("The region '" + regionName + "' could not be found.");
4051 return; 4062 return;
4052 } 4063 }
4053 4064
4054 RequestTeleportLocation(remoteClient, regions[0].RegionHandle, position, lookat, teleportFlags); 4065 RequestTeleportLocation(remoteClient, region.RegionHandle, position, lookat, teleportFlags);
4055 } 4066 }
4056 4067
4057 /// <summary> 4068 /// <summary>
@@ -4353,7 +4364,7 @@ namespace OpenSim.Region.Framework.Scenes
4353 // their scripts will actually run. 4364 // their scripts will actually run.
4354 // -- Leaf, Tue Aug 12 14:17:05 EDT 2008 4365 // -- Leaf, Tue Aug 12 14:17:05 EDT 2008
4355 SceneObjectPart parent = part.ParentGroup.RootPart; 4366 SceneObjectPart parent = part.ParentGroup.RootPart;
4356 if (parent != null && parent.IsAttachment) 4367 if (part.ParentGroup.IsAttachment)
4357 return ScriptDanger(parent, parent.GetWorldPosition()); 4368 return ScriptDanger(parent, parent.GetWorldPosition());
4358 else 4369 else
4359 return ScriptDanger(part, part.GetWorldPosition()); 4370 return ScriptDanger(part, part.GetWorldPosition());
@@ -5122,11 +5133,19 @@ namespace OpenSim.Region.Framework.Scenes
5122 5133
5123 private void HandleDeleteObject(string module, string[] cmd) 5134 private void HandleDeleteObject(string module, string[] cmd)
5124 { 5135 {
5125 if (cmd.Length < 4) 5136 if (cmd.Length < 3)
5126 return; 5137 return;
5127 5138
5128 string mode = cmd[2]; 5139 string mode = cmd[2];
5129 string o = cmd[3]; 5140 string o = "";
5141
5142 if (mode != "outside")
5143 {
5144 if (cmd.Length < 4)
5145 return;
5146
5147 o = cmd[3];
5148 }
5130 5149
5131 List<SceneObjectGroup> deletes = new List<SceneObjectGroup>(); 5150 List<SceneObjectGroup> deletes = new List<SceneObjectGroup>();
5132 5151
@@ -5168,10 +5187,35 @@ namespace OpenSim.Region.Framework.Scenes
5168 deletes.Add(g); 5187 deletes.Add(g);
5169 }); 5188 });
5170 break; 5189 break;
5190 case "outside":
5191 ForEachSOG(delegate (SceneObjectGroup g)
5192 {
5193 SceneObjectPart rootPart = g.RootPart;
5194 bool delete = false;
5195
5196 if (rootPart.GroupPosition.Z < 0.0 || rootPart.GroupPosition.Z > 10000.0)
5197 {
5198 delete = true;
5199 }
5200 else
5201 {
5202 ILandObject parcel = LandChannel.GetLandObject(rootPart.GroupPosition.X, rootPart.GroupPosition.Y);
5203
5204 if (parcel == null || parcel.LandData.Name == "NO LAND")
5205 delete = true;
5206 }
5207
5208 if (delete && !g.IsAttachment && !deletes.Contains(g))
5209 deletes.Add(g);
5210 });
5211 break;
5171 } 5212 }
5172 5213
5173 foreach (SceneObjectGroup g in deletes) 5214 foreach (SceneObjectGroup g in deletes)
5215 {
5216 m_log.InfoFormat("[SCENE]: Deleting object {0}", g.UUID);
5174 DeleteSceneObject(g, false); 5217 DeleteSceneObject(g, false);
5218 }
5175 } 5219 }
5176 5220
5177 private void HandleReloadEstate(string module, string[] cmd) 5221 private void HandleReloadEstate(string module, string[] cmd)
@@ -5268,10 +5312,40 @@ namespace OpenSim.Region.Framework.Scenes
5268 } 5312 }
5269 } 5313 }
5270 5314
5271 public void CleanDroppedAttachments() 5315// public void CleanDroppedAttachments()
5272 { 5316// {
5273 List<SceneObjectGroup> objectsToDelete = 5317// List<SceneObjectGroup> objectsToDelete =
5274 new List<SceneObjectGroup>(); 5318// new List<SceneObjectGroup>();
5319//
5320// lock (m_cleaningAttachments)
5321// {
5322// ForEachSOG(delegate (SceneObjectGroup grp)
5323// {
5324// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5325// {
5326// UUID agentID = grp.OwnerID;
5327// if (agentID == UUID.Zero)
5328// {
5329// objectsToDelete.Add(grp);
5330// return;
5331// }
5332//
5333// ScenePresence sp = GetScenePresence(agentID);
5334// if (sp == null)
5335// {
5336// objectsToDelete.Add(grp);
5337// return;
5338// }
5339// }
5340// });
5341// }
5342//
5343// foreach (SceneObjectGroup grp in objectsToDelete)
5344// {
5345// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5346// DeleteSceneObject(grp, true);
5347// }
5348// }
5275 5349
5276 lock (m_cleaningAttachments) 5350 lock (m_cleaningAttachments)
5277 { 5351 {
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index f343bc8..bf861b8 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -177,18 +177,8 @@ namespace OpenSim.Region.Framework.Scenes
177 177
178 #region Add/Remove Agent/Avatar 178 #region Add/Remove Agent/Avatar
179 179
180 /// <summary> 180 public abstract void AddNewClient(IClientAPI client, PresenceType type);
181 /// Register the new client with the scene. The client starts off as a child agent - the later agent crossing 181 public abstract void RemoveClient(UUID agentID, bool closeChildAgents);
182 /// will promote it to a root agent during login.
183 /// </summary>
184 /// <param name="client"></param
185 public abstract void AddNewClient(IClientAPI client);
186
187 /// <summary>
188 /// Remove a client from the scene
189 /// </summary>
190 /// <param name="agentID"></param>
191 public abstract void RemoveClient(UUID agentID);
192 182
193 public bool TryGetScenePresence(UUID agentID, out object scenePresence) 183 public bool TryGetScenePresence(UUID agentID, out object scenePresence)
194 { 184 {
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 39d4a29..29edf13 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -403,7 +403,7 @@ namespace OpenSim.Region.Framework.Scenes
403 /// </returns> 403 /// </returns>
404 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 404 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
405 { 405 {
406 if (sceneObject == null || sceneObject.RootPart == null || sceneObject.RootPart.UUID == UUID.Zero) 406 if (sceneObject == null || sceneObject.RootPart.UUID == UUID.Zero)
407 return false; 407 return false;
408 408
409 if (Entities.ContainsKey(sceneObject.UUID)) 409 if (Entities.ContainsKey(sceneObject.UUID))
@@ -613,13 +613,6 @@ namespace OpenSim.Region.Framework.Scenes
613 m_activeScripts += number; 613 m_activeScripts += number;
614 } 614 }
615 615
616 public void DropObject(uint objectLocalID, IClientAPI remoteClient)
617 {
618 SceneObjectGroup group = GetGroupByPrim(objectLocalID);
619 if (group != null)
620 m_parentScene.AttachmentsModule.DetachSingleAttachmentToGround(group.UUID, remoteClient);
621 }
622
623 protected internal void HandleUndo(IClientAPI remoteClient, UUID primId) 616 protected internal void HandleUndo(IClientAPI remoteClient, UUID primId)
624 { 617 {
625 if (primId != UUID.Zero) 618 if (primId != UUID.Zero)
@@ -629,11 +622,13 @@ namespace OpenSim.Region.Framework.Scenes
629 part.Undo(); 622 part.Undo();
630 } 623 }
631 } 624 }
625
632 protected internal void HandleRedo(IClientAPI remoteClient, UUID primId) 626 protected internal void HandleRedo(IClientAPI remoteClient, UUID primId)
633 { 627 {
634 if (primId != UUID.Zero) 628 if (primId != UUID.Zero)
635 { 629 {
636 SceneObjectPart part = m_parentScene.GetSceneObjectPart(primId); 630 SceneObjectPart part = m_parentScene.GetSceneObjectPart(primId);
631
637 if (part != null) 632 if (part != null)
638 part.Redo(); 633 part.Redo();
639 } 634 }
@@ -653,12 +648,13 @@ namespace OpenSim.Region.Framework.Scenes
653 } 648 }
654 } 649 }
655 650
656 protected internal ScenePresence CreateAndAddChildScenePresence(IClientAPI client, AvatarAppearance appearance) 651 protected internal ScenePresence CreateAndAddChildScenePresence(
652 IClientAPI client, AvatarAppearance appearance, PresenceType type)
657 { 653 {
658 ScenePresence newAvatar = null; 654 ScenePresence newAvatar = null;
659 655
660 // ScenePresence always defaults to child agent 656 // ScenePresence always defaults to child agent
661 newAvatar = new ScenePresence(client, m_parentScene, m_regInfo, appearance); 657 newAvatar = new ScenePresence(client, m_parentScene, m_regInfo, appearance, type);
662 658
663 AddScenePresence(newAvatar); 659 AddScenePresence(newAvatar);
664 660
@@ -1285,19 +1281,20 @@ namespace OpenSim.Region.Framework.Scenes
1285 #region Client Event handlers 1281 #region Client Event handlers
1286 1282
1287 /// <summary> 1283 /// <summary>
1288 /// 1284 /// Update the scale of an individual prim.
1289 /// </summary> 1285 /// </summary>
1290 /// <param name="localID"></param> 1286 /// <param name="localID"></param>
1291 /// <param name="scale"></param> 1287 /// <param name="scale"></param>
1292 /// <param name="remoteClient"></param> 1288 /// <param name="remoteClient"></param>
1293 protected internal void UpdatePrimScale(uint localID, Vector3 scale, IClientAPI remoteClient) 1289 protected internal void UpdatePrimScale(uint localID, Vector3 scale, IClientAPI remoteClient)
1294 { 1290 {
1295 SceneObjectGroup group = GetGroupByPrim(localID); 1291 SceneObjectPart part = GetSceneObjectPart(localID);
1296 if (group != null) 1292
1293 if (part != null)
1297 { 1294 {
1298 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1295 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId))
1299 { 1296 {
1300 group.Resize(scale, localID); 1297 part.Resize(scale);
1301 } 1298 }
1302 } 1299 }
1303 } 1300 }
@@ -1309,7 +1306,7 @@ namespace OpenSim.Region.Framework.Scenes
1309 { 1306 {
1310 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1307 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1311 { 1308 {
1312 group.GroupResize(scale, localID); 1309 group.GroupResize(scale);
1313 } 1310 }
1314 } 1311 }
1315 } 1312 }
@@ -1363,19 +1360,18 @@ namespace OpenSim.Region.Framework.Scenes
1363 { 1360 {
1364 if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId)) 1361 if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))
1365 { 1362 {
1366 group.UpdateSingleRotation(rot,pos, localID); 1363 group.UpdateSingleRotation(rot, pos, localID);
1367 } 1364 }
1368 } 1365 }
1369 } 1366 }
1370 1367
1371
1372 /// <summary> 1368 /// <summary>
1373 /// 1369 /// Update the rotation of a whole group.
1374 /// </summary> 1370 /// </summary>
1375 /// <param name="localID"></param> 1371 /// <param name="localID"></param>
1376 /// <param name="rot"></param> 1372 /// <param name="rot"></param>
1377 /// <param name="remoteClient"></param> 1373 /// <param name="remoteClient"></param>
1378 protected internal void UpdatePrimRotation(uint localID, Quaternion rot, IClientAPI remoteClient) 1374 protected internal void UpdatePrimGroupRotation(uint localID, Quaternion rot, IClientAPI remoteClient)
1379 { 1375 {
1380 SceneObjectGroup group = GetGroupByPrim(localID); 1376 SceneObjectGroup group = GetGroupByPrim(localID);
1381 if (group != null) 1377 if (group != null)
@@ -1394,7 +1390,7 @@ namespace OpenSim.Region.Framework.Scenes
1394 /// <param name="pos"></param> 1390 /// <param name="pos"></param>
1395 /// <param name="rot"></param> 1391 /// <param name="rot"></param>
1396 /// <param name="remoteClient"></param> 1392 /// <param name="remoteClient"></param>
1397 protected internal void UpdatePrimRotation(uint localID, Vector3 pos, Quaternion rot, IClientAPI remoteClient) 1393 protected internal void UpdatePrimGroupRotation(uint localID, Vector3 pos, Quaternion rot, IClientAPI remoteClient)
1398 { 1394 {
1399 SceneObjectGroup group = GetGroupByPrim(localID); 1395 SceneObjectGroup group = GetGroupByPrim(localID);
1400 if (group != null) 1396 if (group != null)
@@ -1425,12 +1421,12 @@ namespace OpenSim.Region.Framework.Scenes
1425 } 1421 }
1426 1422
1427 /// <summary> 1423 /// <summary>
1428 /// Update the position of the given part 1424 /// Update the position of the given group.
1429 /// </summary> 1425 /// </summary>
1430 /// <param name="localID"></param> 1426 /// <param name="localID"></param>
1431 /// <param name="pos"></param> 1427 /// <param name="pos"></param>
1432 /// <param name="remoteClient"></param> 1428 /// <param name="remoteClient"></param>
1433 public void UpdatePrimPosition(uint localID, Vector3 pos, IClientAPI remoteClient) 1429 public void UpdatePrimGroupPosition(uint localID, Vector3 pos, IClientAPI remoteClient)
1434 { 1430 {
1435 SceneObjectGroup group = GetGroupByPrim(localID); 1431 SceneObjectGroup group = GetGroupByPrim(localID);
1436 1432
@@ -1481,21 +1477,26 @@ namespace OpenSim.Region.Framework.Scenes
1481 } 1477 }
1482 1478
1483 /// <summary> 1479 /// <summary>
1484 /// 1480 /// Update the flags on a scene object. This covers properties such as phantom, physics and temporary.
1485 /// </summary> 1481 /// </summary>
1482 /// <remarks>
1483 /// This is currently handling the incoming call from the client stack (e.g. LLClientView).
1484 /// </remarks>
1486 /// <param name="localID"></param> 1485 /// <param name="localID"></param>
1487 /// <param name="packet"></param> 1486 /// <param name="UsePhysics"></param>
1487 /// <param name="SetTemporary"></param>
1488 /// <param name="SetPhantom"></param>
1488 /// <param name="remoteClient"></param> 1489 /// <param name="remoteClient"></param>
1489 /// This routine seems to get called when a user changes object settings in the viewer. 1490 protected internal void UpdatePrimFlags(
1490 /// If some one can confirm that, please change the comment according. 1491 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, IClientAPI remoteClient)
1491 protected internal void UpdatePrimFlags(uint localID, bool UsePhysics, bool IsTemporary, bool IsPhantom, IClientAPI remoteClient)
1492 { 1492 {
1493 SceneObjectGroup group = GetGroupByPrim(localID); 1493 SceneObjectGroup group = GetGroupByPrim(localID);
1494 if (group != null) 1494 if (group != null)
1495 { 1495 {
1496 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1496 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1497 { 1497 {
1498 group.UpdatePrimFlags(localID, UsePhysics, IsTemporary, IsPhantom, false); // VolumeDetect can't be set via UI and will always be off when a change is made there 1498 // VolumeDetect can't be set via UI and will always be off when a change is made there
1499 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, false);
1499 } 1500 }
1500 } 1501 }
1501 } 1502 }
@@ -1618,8 +1619,11 @@ namespace OpenSim.Region.Framework.Scenes
1618 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1619 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1619 { 1620 {
1620 SceneObjectPart part = m_parentScene.GetSceneObjectPart(primLocalID); 1621 SceneObjectPart part = m_parentScene.GetSceneObjectPart(primLocalID);
1621 part.ClickAction = Convert.ToByte(clickAction); 1622 if (part != null)
1622 group.HasGroupChanged = true; 1623 {
1624 part.ClickAction = Convert.ToByte(clickAction);
1625 group.HasGroupChanged = true;
1626 }
1623 } 1627 }
1624 } 1628 }
1625 } 1629 }
@@ -1632,8 +1636,11 @@ namespace OpenSim.Region.Framework.Scenes
1632 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1636 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1633 { 1637 {
1634 SceneObjectPart part = m_parentScene.GetSceneObjectPart(primLocalID); 1638 SceneObjectPart part = m_parentScene.GetSceneObjectPart(primLocalID);
1635 part.Material = Convert.ToByte(material); 1639 if (part != null)
1636 group.HasGroupChanged = true; 1640 {
1641 part.Material = Convert.ToByte(material);
1642 group.HasGroupChanged = true;
1643 }
1637 } 1644 }
1638 } 1645 }
1639 } 1646 }
@@ -1706,23 +1713,24 @@ namespace OpenSim.Region.Framework.Scenes
1706 parentGroup.areUpdatesSuspended = true; 1713 parentGroup.areUpdatesSuspended = true;
1707 1714
1708 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1715 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1709 if (parentGroup != null) 1716
1717 // We do this in reverse to get the link order of the prims correct
1718 for (int i = children.Count - 1; i >= 0; i--)
1710 { 1719 {
1711 // We do this in reverse to get the link order of the prims correct 1720 SceneObjectGroup child = children[i].ParentGroup;
1712 for (int i = children.Count - 1; i >= 0; i--)
1713 {
1714 SceneObjectGroup child = children[i].ParentGroup;
1715 1721
1722 // Make sure no child prim is set for sale
1723 // So that, on delink, no prims are unwittingly
1724 // left for sale and sold off
1725
1716 if (child != null) 1726 if (child != null)
1717 { 1727 {
1728 child.RootPart.ObjectSaleType = 0;
1729 child.RootPart.SalePrice = 10;
1718 childGroups.Add(child); 1730 childGroups.Add(child);
1719 } 1731 }
1720 } 1732 }
1721 } 1733 }
1722 else
1723 {
1724 return; // parent is null so not in this region
1725 }
1726 1734
1727 foreach (SceneObjectGroup child in childGroups) 1735 foreach (SceneObjectGroup child in childGroups)
1728 { 1736 {
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index 86ba2aa..7fada4b 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -47,12 +47,18 @@ namespace OpenSim.Region.Framework.Scenes
47 47
48 public event RestartSim OnRestartSim; 48 public event RestartSim OnRestartSim;
49 49
50 private readonly List<Scene> m_localScenes; 50 private static SceneManager m_instance = null;
51 public static SceneManager Instance
52 {
53 get { return m_instance; }
54 }
55
56 private readonly List<Scene> m_localScenes = new List<Scene>();
51 private Scene m_currentScene = null; 57 private Scene m_currentScene = null;
52 58
53 public List<Scene> Scenes 59 public List<Scene> Scenes
54 { 60 {
55 get { return m_localScenes; } 61 get { return new List<Scene>(m_localScenes); }
56 } 62 }
57 63
58 public Scene CurrentScene 64 public Scene CurrentScene
@@ -66,13 +72,12 @@ namespace OpenSim.Region.Framework.Scenes
66 { 72 {
67 if (m_currentScene == null) 73 if (m_currentScene == null)
68 { 74 {
69 if (m_localScenes.Count > 0) 75 lock (m_localScenes)
70 { 76 {
71 return m_localScenes[0]; 77 if (m_localScenes.Count > 0)
72 } 78 return m_localScenes[0];
73 else 79 else
74 { 80 return null;
75 return null;
76 } 81 }
77 } 82 }
78 else 83 else
@@ -84,6 +89,7 @@ namespace OpenSim.Region.Framework.Scenes
84 89
85 public SceneManager() 90 public SceneManager()
86 { 91 {
92 m_instance = this;
87 m_localScenes = new List<Scene>(); 93 m_localScenes = new List<Scene>();
88 } 94 }
89 95
@@ -91,17 +97,21 @@ namespace OpenSim.Region.Framework.Scenes
91 { 97 {
92 // collect known shared modules in sharedModules 98 // collect known shared modules in sharedModules
93 Dictionary<string, IRegionModule> sharedModules = new Dictionary<string, IRegionModule>(); 99 Dictionary<string, IRegionModule> sharedModules = new Dictionary<string, IRegionModule>();
94 for (int i = 0; i < m_localScenes.Count; i++) 100
101 lock (m_localScenes)
95 { 102 {
96 // extract known shared modules from scene 103 for (int i = 0; i < m_localScenes.Count; i++)
97 foreach (string k in m_localScenes[i].Modules.Keys)
98 { 104 {
99 if (m_localScenes[i].Modules[k].IsSharedModule && 105 // extract known shared modules from scene
100 !sharedModules.ContainsKey(k)) 106 foreach (string k in m_localScenes[i].Modules.Keys)
101 sharedModules[k] = m_localScenes[i].Modules[k]; 107 {
108 if (m_localScenes[i].Modules[k].IsSharedModule &&
109 !sharedModules.ContainsKey(k))
110 sharedModules[k] = m_localScenes[i].Modules[k];
111 }
112 // close scene/region
113 m_localScenes[i].Close();
102 } 114 }
103 // close scene/region
104 m_localScenes[i].Close();
105 } 115 }
106 116
107 // all regions/scenes are now closed, we can now safely 117 // all regions/scenes are now closed, we can now safely
@@ -114,13 +124,16 @@ namespace OpenSim.Region.Framework.Scenes
114 124
115 public void Close(Scene cscene) 125 public void Close(Scene cscene)
116 { 126 {
117 if (m_localScenes.Contains(cscene)) 127 lock (m_localScenes)
118 { 128 {
119 for (int i = 0; i < m_localScenes.Count; i++) 129 if (m_localScenes.Contains(cscene))
120 { 130 {
121 if (m_localScenes[i].Equals(cscene)) 131 for (int i = 0; i < m_localScenes.Count; i++)
122 { 132 {
123 m_localScenes[i].Close(); 133 if (m_localScenes[i].Equals(cscene))
134 {
135 m_localScenes[i].Close();
136 }
124 } 137 }
125 } 138 }
126 } 139 }
@@ -129,27 +142,33 @@ namespace OpenSim.Region.Framework.Scenes
129 public void Add(Scene scene) 142 public void Add(Scene scene)
130 { 143 {
131 scene.OnRestart += HandleRestart; 144 scene.OnRestart += HandleRestart;
132 m_localScenes.Add(scene); 145
146 lock (m_localScenes)
147 m_localScenes.Add(scene);
133 } 148 }
134 149
135 public void HandleRestart(RegionInfo rdata) 150 public void HandleRestart(RegionInfo rdata)
136 { 151 {
137 m_log.Error("[SCENEMANAGER]: Got Restart message for region:" + rdata.RegionName + " Sending up to main"); 152 m_log.Error("[SCENEMANAGER]: Got Restart message for region:" + rdata.RegionName + " Sending up to main");
138 int RegionSceneElement = -1; 153 int RegionSceneElement = -1;
139 for (int i = 0; i < m_localScenes.Count; i++) 154
155 lock (m_localScenes)
140 { 156 {
141 if (rdata.RegionName == m_localScenes[i].RegionInfo.RegionName) 157 for (int i = 0; i < m_localScenes.Count; i++)
142 { 158 {
143 RegionSceneElement = i; 159 if (rdata.RegionName == m_localScenes[i].RegionInfo.RegionName)
160 {
161 RegionSceneElement = i;
162 }
144 } 163 }
145 }
146 164
147 // Now we make sure the region is no longer known about by the SceneManager 165 // Now we make sure the region is no longer known about by the SceneManager
148 // Prevents duplicates. 166 // Prevents duplicates.
149 167
150 if (RegionSceneElement >= 0) 168 if (RegionSceneElement >= 0)
151 { 169 {
152 m_localScenes.RemoveAt(RegionSceneElement); 170 m_localScenes.RemoveAt(RegionSceneElement);
171 }
153 } 172 }
154 173
155 // Send signal to main that we're restarting this sim. 174 // Send signal to main that we're restarting this sim.
@@ -160,28 +179,32 @@ namespace OpenSim.Region.Framework.Scenes
160 { 179 {
161 RegionInfo Result = null; 180 RegionInfo Result = null;
162 181
163 for (int i = 0; i < m_localScenes.Count; i++) 182 lock (m_localScenes)
164 {
165 if (m_localScenes[i].RegionInfo.RegionHandle == regionHandle)
166 {
167 // Inform other regions to tell their avatar about me
168 Result = m_localScenes[i].RegionInfo;
169 }
170 }
171 if (Result != null)
172 { 183 {
173 for (int i = 0; i < m_localScenes.Count; i++) 184 for (int i = 0; i < m_localScenes.Count; i++)
174 { 185 {
175 if (m_localScenes[i].RegionInfo.RegionHandle != regionHandle) 186 if (m_localScenes[i].RegionInfo.RegionHandle == regionHandle)
176 { 187 {
177 // Inform other regions to tell their avatar about me 188 // Inform other regions to tell their avatar about me
178 //m_localScenes[i].OtherRegionUp(Result); 189 Result = m_localScenes[i].RegionInfo;
179 } 190 }
180 } 191 }
181 } 192
182 else 193 if (Result != null)
183 { 194 {
184 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up"); 195 for (int i = 0; i < m_localScenes.Count; i++)
196 {
197 if (m_localScenes[i].RegionInfo.RegionHandle != regionHandle)
198 {
199 // Inform other regions to tell their avatar about me
200 //m_localScenes[i].OtherRegionUp(Result);
201 }
202 }
203 }
204 else
205 {
206 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up");
207 }
185 } 208 }
186 } 209 }
187 210
@@ -285,7 +308,8 @@ namespace OpenSim.Region.Framework.Scenes
285 { 308 {
286 if (m_currentScene == null) 309 if (m_currentScene == null)
287 { 310 {
288 m_localScenes.ForEach(func); 311 lock (m_localScenes)
312 m_localScenes.ForEach(func);
289 } 313 }
290 else 314 else
291 { 315 {
@@ -314,12 +338,15 @@ namespace OpenSim.Region.Framework.Scenes
314 } 338 }
315 else 339 else
316 { 340 {
317 foreach (Scene scene in m_localScenes) 341 lock (m_localScenes)
318 { 342 {
319 if (String.Compare(scene.RegionInfo.RegionName, regionName, true) == 0) 343 foreach (Scene scene in m_localScenes)
320 { 344 {
321 m_currentScene = scene; 345 if (String.Compare(scene.RegionInfo.RegionName, regionName, true) == 0)
322 return true; 346 {
347 m_currentScene = scene;
348 return true;
349 }
323 } 350 }
324 } 351 }
325 352
@@ -331,12 +358,15 @@ namespace OpenSim.Region.Framework.Scenes
331 { 358 {
332 m_log.Debug("Searching for Region: '" + regionID + "'"); 359 m_log.Debug("Searching for Region: '" + regionID + "'");
333 360
334 foreach (Scene scene in m_localScenes) 361 lock (m_localScenes)
335 { 362 {
336 if (scene.RegionInfo.RegionID == regionID) 363 foreach (Scene scene in m_localScenes)
337 { 364 {
338 m_currentScene = scene; 365 if (scene.RegionInfo.RegionID == regionID)
339 return true; 366 {
367 m_currentScene = scene;
368 return true;
369 }
340 } 370 }
341 } 371 }
342 372
@@ -345,26 +375,33 @@ namespace OpenSim.Region.Framework.Scenes
345 375
346 public bool TryGetScene(string regionName, out Scene scene) 376 public bool TryGetScene(string regionName, out Scene scene)
347 { 377 {
348 foreach (Scene mscene in m_localScenes) 378 lock (m_localScenes)
349 { 379 {
350 if (String.Compare(mscene.RegionInfo.RegionName, regionName, true) == 0) 380 foreach (Scene mscene in m_localScenes)
351 { 381 {
352 scene = mscene; 382 if (String.Compare(mscene.RegionInfo.RegionName, regionName, true) == 0)
353 return true; 383 {
384 scene = mscene;
385 return true;
386 }
354 } 387 }
355 } 388 }
389
356 scene = null; 390 scene = null;
357 return false; 391 return false;
358 } 392 }
359 393
360 public bool TryGetScene(UUID regionID, out Scene scene) 394 public bool TryGetScene(UUID regionID, out Scene scene)
361 { 395 {
362 foreach (Scene mscene in m_localScenes) 396 lock (m_localScenes)
363 { 397 {
364 if (mscene.RegionInfo.RegionID == regionID) 398 foreach (Scene mscene in m_localScenes)
365 { 399 {
366 scene = mscene; 400 if (mscene.RegionInfo.RegionID == regionID)
367 return true; 401 {
402 scene = mscene;
403 return true;
404 }
368 } 405 }
369 } 406 }
370 407
@@ -374,13 +411,16 @@ namespace OpenSim.Region.Framework.Scenes
374 411
375 public bool TryGetScene(uint locX, uint locY, out Scene scene) 412 public bool TryGetScene(uint locX, uint locY, out Scene scene)
376 { 413 {
377 foreach (Scene mscene in m_localScenes) 414 lock (m_localScenes)
378 { 415 {
379 if (mscene.RegionInfo.RegionLocX == locX && 416 foreach (Scene mscene in m_localScenes)
380 mscene.RegionInfo.RegionLocY == locY)
381 { 417 {
382 scene = mscene; 418 if (mscene.RegionInfo.RegionLocX == locX &&
383 return true; 419 mscene.RegionInfo.RegionLocY == locY)
420 {
421 scene = mscene;
422 return true;
423 }
384 } 424 }
385 } 425 }
386 426
@@ -390,13 +430,16 @@ namespace OpenSim.Region.Framework.Scenes
390 430
391 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene) 431 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene)
392 { 432 {
393 foreach (Scene mscene in m_localScenes) 433 lock (m_localScenes)
394 { 434 {
395 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) && 435 foreach (Scene mscene in m_localScenes)
396 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port))
397 { 436 {
398 scene = mscene; 437 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) &&
399 return true; 438 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port))
439 {
440 scene = mscene;
441 return true;
442 }
400 } 443 }
401 } 444 }
402 445
@@ -465,11 +508,14 @@ namespace OpenSim.Region.Framework.Scenes
465 508
466 public RegionInfo GetRegionInfo(UUID regionID) 509 public RegionInfo GetRegionInfo(UUID regionID)
467 { 510 {
468 foreach (Scene scene in m_localScenes) 511 lock (m_localScenes)
469 { 512 {
470 if (scene.RegionInfo.RegionID == regionID) 513 foreach (Scene scene in m_localScenes)
471 { 514 {
472 return scene.RegionInfo; 515 if (scene.RegionInfo.RegionID == regionID)
516 {
517 return scene.RegionInfo;
518 }
473 } 519 }
474 } 520 }
475 521
@@ -488,11 +534,14 @@ namespace OpenSim.Region.Framework.Scenes
488 534
489 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar) 535 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar)
490 { 536 {
491 foreach (Scene scene in m_localScenes) 537 lock (m_localScenes)
492 { 538 {
493 if (scene.TryGetScenePresence(avatarId, out avatar)) 539 foreach (Scene scene in m_localScenes)
494 { 540 {
495 return true; 541 if (scene.TryGetScenePresence(avatarId, out avatar))
542 {
543 return true;
544 }
496 } 545 }
497 } 546 }
498 547
@@ -503,12 +552,16 @@ namespace OpenSim.Region.Framework.Scenes
503 public bool TryGetAvatarsScene(UUID avatarId, out Scene scene) 552 public bool TryGetAvatarsScene(UUID avatarId, out Scene scene)
504 { 553 {
505 ScenePresence avatar = null; 554 ScenePresence avatar = null;
506 foreach (Scene mScene in m_localScenes) 555
556 lock (m_localScenes)
507 { 557 {
508 if (mScene.TryGetScenePresence(avatarId, out avatar)) 558 foreach (Scene mScene in m_localScenes)
509 { 559 {
510 scene = mScene; 560 if (mScene.TryGetScenePresence(avatarId, out avatar))
511 return true; 561 {
562 scene = mScene;
563 return true;
564 }
512 } 565 }
513 } 566 }
514 567
@@ -518,17 +571,22 @@ namespace OpenSim.Region.Framework.Scenes
518 571
519 public void CloseScene(Scene scene) 572 public void CloseScene(Scene scene)
520 { 573 {
521 m_localScenes.Remove(scene); 574 lock (m_localScenes)
575 m_localScenes.Remove(scene);
576
522 scene.Close(); 577 scene.Close();
523 } 578 }
524 579
525 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) 580 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
526 { 581 {
527 foreach (Scene scene in m_localScenes) 582 lock (m_localScenes)
528 { 583 {
529 if (scene.TryGetAvatarByName(avatarName, out avatar)) 584 foreach (Scene scene in m_localScenes)
530 { 585 {
531 return true; 586 if (scene.TryGetAvatarByName(avatarName, out avatar))
587 {
588 return true;
589 }
532 } 590 }
533 } 591 }
534 592
@@ -538,7 +596,8 @@ namespace OpenSim.Region.Framework.Scenes
538 596
539 public void ForEachScene(Action<Scene> action) 597 public void ForEachScene(Action<Scene> action)
540 { 598 {
541 m_localScenes.ForEach(action); 599 lock (m_localScenes)
600 m_localScenes.ForEach(action);
542 } 601 }
543 } 602 }
544} 603}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 6c47645..b1b76dd 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -209,25 +209,87 @@ namespace OpenSim.Region.Framework.Scenes
209 return true; 209 return true;
210 return false; 210 return false;
211 } 211 }
212 212
213 /// <value> 213 /// <summary>
214 /// Is this scene object acting as an attachment? 214 /// Is this scene object acting as an attachment?
215 /// 215 /// </summary>
216 /// We return false if the group has already been deleted. 216 public bool IsAttachment { get; set; }
217 /// 217
218 /// TODO: At the moment set must be done on the part itself. There may be a case for doing it here since I 218 /// <summary>
219 /// presume either all or no parts in a linkset can be part of an attachment (in which 219 /// The avatar to which this scene object is attached.
220 /// case the value would get proprogated down into all the descendent parts). 220 /// </summary>
221 /// </value> 221 /// <remarks>
222 public bool IsAttachment 222 /// If we're not attached to an avatar then this is UUID.Zero
223 /// </remarks>
224 public UUID AttachedAvatar { get; set; }
225
226 /// <summary>
227 /// Attachment point of this scene object to an avatar.
228 /// </summary>
229 /// <remarks>
230 /// 0 if we're not attached to anything
231 /// </remarks>
232 public uint AttachmentPoint
223 { 233 {
224 get 234 get
225 { 235 {
226 if (!IsDeleted) 236 return m_rootPart.Shape.State;
227 return m_rootPart.IsAttachment;
228
229 return false;
230 } 237 }
238
239 set
240 {
241 IsAttachment = value != 0;
242 m_rootPart.Shape.State = (byte)value;
243 }
244 }
245
246 public void ClearPartAttachmentData()
247 {
248 AttachmentPoint = 0;
249
250 // Even though we don't use child part state parameters for attachments any more, we still need to set
251 // these to zero since having them non-zero in rezzed scene objects will crash some clients. Even if
252 // we store them correctly, scene objects that we receive from elsewhere might not.
253 foreach (SceneObjectPart part in Parts)
254 part.Shape.State = 0;
255 }
256
257 /// <summary>
258 /// Is this scene object phantom?
259 /// </summary>
260 /// <remarks>
261 /// Updating must currently take place through UpdatePrimFlags()
262 /// </remarks>
263 public bool IsPhantom
264 {
265 get { return (RootPart.Flags & PrimFlags.Phantom) != 0; }
266 }
267
268 /// <summary>
269 /// Does this scene object use physics?
270 /// </summary>
271 /// <remarks>
272 /// Updating must currently take place through UpdatePrimFlags()
273 /// </remarks>
274 public bool UsesPhysics
275 {
276 get { return (RootPart.Flags & PrimFlags.TemporaryOnRez) != 0; }
277 }
278
279 /// <summary>
280 /// Is this scene object temporary?
281 /// </summary>
282 /// <remarks>
283 /// Updating must currently take place through UpdatePrimFlags()
284 /// </remarks>
285 public bool IsTemporary
286 {
287 get { return (RootPart.Flags & PrimFlags.TemporaryOnRez) != 0; }
288 }
289
290 public bool IsVolumeDetect
291 {
292 get { return RootPart.VolumeDetectActive; }
231 } 293 }
232 294
233 public float scriptScore; 295 public float scriptScore;
@@ -261,11 +323,7 @@ namespace OpenSim.Region.Framework.Scenes
261 /// </summary> 323 /// </summary>
262 public override string Name 324 public override string Name
263 { 325 {
264 get { 326 get { return RootPart.Name; }
265 if (RootPart == null)
266 return String.Empty;
267 return RootPart.Name;
268 }
269 set { RootPart.Name = value; } 327 set { RootPart.Name = value; }
270 } 328 }
271 329
@@ -305,6 +363,38 @@ namespace OpenSim.Region.Framework.Scenes
305 get { return m_rootPart.RotationOffset; } 363 get { return m_rootPart.RotationOffset; }
306 } 364 }
307 365
366 public Vector3 GroupScale
367 {
368 get
369 {
370 Vector3 minScale = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionSize);
371 Vector3 maxScale = Vector3.Zero;
372 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
373
374 SceneObjectPart[] parts = m_parts.GetArray();
375 for (int i = 0; i < parts.Length; i++)
376 {
377 SceneObjectPart part = parts[i];
378 Vector3 partscale = part.Scale;
379 Vector3 partoffset = part.OffsetPosition;
380
381 minScale.X = (partscale.X + partoffset.X < minScale.X) ? partscale.X + partoffset.X : minScale.X;
382 minScale.Y = (partscale.Y + partoffset.Y < minScale.Y) ? partscale.Y + partoffset.Y : minScale.Y;
383 minScale.Z = (partscale.Z + partoffset.Z < minScale.Z) ? partscale.Z + partoffset.Z : minScale.Z;
384
385 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X;
386 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y;
387 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z;
388 }
389
390 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X;
391 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y;
392 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z;
393
394 return finalScale;
395 }
396 }
397
308 public UUID GroupID 398 public UUID GroupID
309 { 399 {
310 get { return m_rootPart.GroupID; } 400 get { return m_rootPart.GroupID; }
@@ -344,11 +434,13 @@ namespace OpenSim.Region.Framework.Scenes
344 /// <summary> 434 /// <summary>
345 /// Check both the attachment property and the relevant properties of the underlying root part. 435 /// Check both the attachment property and the relevant properties of the underlying root part.
346 /// </summary> 436 /// </summary>
437 /// <remarks>
347 /// This is necessary in some cases, particularly when a scene object has just crossed into a region and doesn't 438 /// This is necessary in some cases, particularly when a scene object has just crossed into a region and doesn't
348 /// have the IsAttachment property yet checked. 439 /// have the IsAttachment property yet checked.
349 /// 440 ///
350 /// FIXME: However, this should be fixed so that this property 441 /// FIXME: However, this should be fixed so that this property
351 /// propertly reflects the underlying status. 442 /// propertly reflects the underlying status.
443 /// </remarks>
352 /// <returns></returns> 444 /// <returns></returns>
353 public bool IsAttachmentCheckFull() 445 public bool IsAttachmentCheckFull()
354 { 446 {
@@ -682,7 +774,7 @@ namespace OpenSim.Region.Framework.Scenes
682 part.ParentID = m_rootPart.LocalId; 774 part.ParentID = m_rootPart.LocalId;
683 //m_log.DebugFormat("[SCENE]: Given local id {0} to part {1}, linknum {2}, parent {3} {4}", part.LocalId, part.UUID, part.LinkNum, part.ParentID, part.ParentUUID); 775 //m_log.DebugFormat("[SCENE]: Given local id {0} to part {1}, linknum {2}, parent {3} {4}", part.LocalId, part.UUID, part.LinkNum, part.ParentID, part.ParentUUID);
684 } 776 }
685 777
686 ApplyPhysics(m_scene.m_physicalPrim); 778 ApplyPhysics(m_scene.m_physicalPrim);
687 779
688 if (RootPart.PhysActor != null) 780 if (RootPart.PhysActor != null)
@@ -693,34 +785,6 @@ namespace OpenSim.Region.Framework.Scenes
693 //ScheduleGroupForFullUpdate(); 785 //ScheduleGroupForFullUpdate();
694 } 786 }
695 787
696 public Vector3 GroupScale()
697 {
698 Vector3 minScale = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionSize);
699 Vector3 maxScale = Vector3.Zero;
700 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
701
702 SceneObjectPart[] parts = m_parts.GetArray();
703 for (int i = 0; i < parts.Length; i++)
704 {
705 SceneObjectPart part = parts[i];
706 Vector3 partscale = part.Scale;
707 Vector3 partoffset = part.OffsetPosition;
708
709 minScale.X = (partscale.X + partoffset.X < minScale.X) ? partscale.X + partoffset.X : minScale.X;
710 minScale.Y = (partscale.Y + partoffset.Y < minScale.Y) ? partscale.Y + partoffset.Y : minScale.Y;
711 minScale.Z = (partscale.Z + partoffset.Z < minScale.Z) ? partscale.Z + partoffset.Z : minScale.Z;
712
713 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X;
714 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y;
715 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z;
716 }
717
718 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X;
719 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y;
720 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z;
721 return finalScale;
722
723 }
724 public EntityIntersection TestIntersection(Ray hRay, bool frontFacesOnly, bool faceCenters) 788 public EntityIntersection TestIntersection(Ray hRay, bool frontFacesOnly, bool faceCenters)
725 { 789 {
726 // We got a request from the inner_scene to raytrace along the Ray hRay 790 // We got a request from the inner_scene to raytrace along the Ray hRay
@@ -1082,6 +1146,7 @@ namespace OpenSim.Region.Framework.Scenes
1082 } 1146 }
1083 } 1147 }
1084 1148
1149<<<<<<< HEAD
1085 /// <summary> 1150 /// <summary>
1086 /// Add the avatar to this linkset (avatar is sat). 1151 /// Add the avatar to this linkset (avatar is sat).
1087 /// </summary> 1152 /// </summary>
@@ -1263,6 +1328,8 @@ namespace OpenSim.Region.Framework.Scenes
1263 //m_rootPart.ScheduleFullUpdate(); 1328 //m_rootPart.ScheduleFullUpdate();
1264 } 1329 }
1265 1330
1331=======
1332>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
1266 /// <summary> 1333 /// <summary>
1267 /// 1334 ///
1268 /// </summary> 1335 /// </summary>
@@ -1320,11 +1387,16 @@ namespace OpenSim.Region.Framework.Scenes
1320 public void AddPart(SceneObjectPart part) 1387 public void AddPart(SceneObjectPart part)
1321 { 1388 {
1322 part.SetParent(this); 1389 part.SetParent(this);
1390<<<<<<< HEAD
1323 m_parts.Add(part.UUID, part); 1391 m_parts.Add(part.UUID, part);
1324 1392
1325 part.LinkNum = m_parts.Count; 1393 part.LinkNum = m_parts.Count;
1326 1394
1327 if (part.LinkNum == 2 && RootPart != null) 1395 if (part.LinkNum == 2 && RootPart != null)
1396=======
1397 part.LinkNum = m_parts.Add(part.UUID, part);
1398 if (part.LinkNum == 2)
1399>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
1328 RootPart.LinkNum = 1; 1400 RootPart.LinkNum = 1;
1329 } 1401 }
1330 1402
@@ -1407,7 +1479,15 @@ namespace OpenSim.Region.Framework.Scenes
1407 1479
1408 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) 1480 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient)
1409 { 1481 {
1482<<<<<<< HEAD
1410 part.StoreUndoState(UndoType.STATE_PRIM_ALL); 1483 part.StoreUndoState(UndoType.STATE_PRIM_ALL);
1484=======
1485// m_log.DebugFormat(
1486// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
1487// remoteClient.Name, part.Name, part.LocalId, offsetPos);
1488
1489 part.StoreUndoState();
1490>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
1411 part.OnGrab(offsetPos, remoteClient); 1491 part.OnGrab(offsetPos, remoteClient);
1412 } 1492 }
1413 1493
@@ -1711,16 +1791,30 @@ namespace OpenSim.Region.Framework.Scenes
1711 dupe.m_isBackedUp = false; 1791 dupe.m_isBackedUp = false;
1712 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 1792 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1713 1793
1794<<<<<<< HEAD
1714 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 1795 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1715 // attachments do not bordercross while they're being duplicated. This is hacktastic! 1796 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1716 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 1797 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
1717 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state 1798 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state
1718 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position, 1799 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position,
1719 // then restore it's attachment state 1800 // then restore it's attachment state
1801=======
1802 bool previousAttachmentStatus = dupe.IsAttachment;
1803
1804 if (!userExposed)
1805 dupe.IsAttachment = true;
1806>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
1720 1807
1721 // This is only necessary when userExposed is false! 1808 // This is only necessary when userExposed is false!
1722 1809
1810<<<<<<< HEAD
1723 bool previousAttachmentStatus = dupe.RootPart.IsAttachment; 1811 bool previousAttachmentStatus = dupe.RootPart.IsAttachment;
1812=======
1813 if (!userExposed)
1814 {
1815 dupe.IsAttachment = previousAttachmentStatus;
1816 }
1817>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
1724 1818
1725 if (!userExposed) 1819 if (!userExposed)
1726 dupe.RootPart.IsAttachment = true; 1820 dupe.RootPart.IsAttachment = true;
@@ -1781,7 +1875,26 @@ namespace OpenSim.Region.Framework.Scenes
1781 dupe.HasGroupChanged = true; 1875 dupe.HasGroupChanged = true;
1782 dupe.AttachToBackup(); 1876 dupe.AttachToBackup();
1783 1877
1878<<<<<<< HEAD
1784 ScheduleGroupForFullUpdate(); 1879 ScheduleGroupForFullUpdate();
1880=======
1881 // Need to duplicate the physics actor as well
1882 if (part.PhysActor != null && userExposed)
1883 {
1884 PrimitiveBaseShape pbs = newPart.Shape;
1885
1886 newPart.PhysActor
1887 = m_scene.PhysicsScene.AddPrimShape(
1888 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1889 pbs,
1890 newPart.AbsolutePosition,
1891 newPart.Scale,
1892 newPart.RotationOffset,
1893 part.PhysActor.IsPhysical,
1894 newPart.LocalId);
1895
1896 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1897>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
1785 } 1898 }
1786 } 1899 }
1787 finally 1900 finally
@@ -1802,36 +1915,24 @@ namespace OpenSim.Region.Framework.Scenes
1802 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); 1915 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
1803 } 1916 }
1804 1917
1805 public void ScriptSetPhysicsStatus(bool UsePhysics) 1918 public void ScriptSetPhysicsStatus(bool usePhysics)
1806 { 1919 {
1807 bool IsTemporary = ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0); 1920 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
1808 bool IsPhantom = ((RootPart.Flags & PrimFlags.Phantom) != 0);
1809 bool IsVolumeDetect = RootPart.VolumeDetectActive;
1810 UpdatePrimFlags(RootPart.LocalId, UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
1811 } 1921 }
1812 1922
1813 public void ScriptSetTemporaryStatus(bool TemporaryStatus) 1923 public void ScriptSetTemporaryStatus(bool makeTemporary)
1814 { 1924 {
1815 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 1925 UpdatePrimFlags(RootPart.LocalId, UsesPhysics, makeTemporary, IsPhantom, IsVolumeDetect);
1816 bool IsPhantom = ((RootPart.Flags & PrimFlags.Phantom) != 0);
1817 bool IsVolumeDetect = RootPart.VolumeDetectActive;
1818 UpdatePrimFlags(RootPart.LocalId, UsePhysics, TemporaryStatus, IsPhantom, IsVolumeDetect);
1819 } 1926 }
1820 1927
1821 public void ScriptSetPhantomStatus(bool PhantomStatus) 1928 public void ScriptSetPhantomStatus(bool makePhantom)
1822 { 1929 {
1823 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 1930 UpdatePrimFlags(RootPart.LocalId, UsesPhysics, IsTemporary, makePhantom, IsVolumeDetect);
1824 bool IsTemporary = ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0);
1825 bool IsVolumeDetect = RootPart.VolumeDetectActive;
1826 UpdatePrimFlags(RootPart.LocalId, UsePhysics, IsTemporary, PhantomStatus, IsVolumeDetect);
1827 } 1931 }
1828 1932
1829 public void ScriptSetVolumeDetect(bool VDStatus) 1933 public void ScriptSetVolumeDetect(bool makeVolumeDetect)
1830 { 1934 {
1831 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 1935 UpdatePrimFlags(RootPart.LocalId, UsesPhysics, IsTemporary, IsPhantom, makeVolumeDetect);
1832 bool IsTemporary = ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0);
1833 bool IsPhantom = ((RootPart.Flags & PrimFlags.Phantom) != 0);
1834 UpdatePrimFlags(RootPart.LocalId, UsePhysics, IsTemporary, IsPhantom, VDStatus);
1835 1936
1836 /* 1937 /*
1837 ScriptSetPhantomStatus(false); // What ever it was before, now it's not phantom anymore 1938 ScriptSetPhantomStatus(false); // What ever it was before, now it's not phantom anymore
@@ -1849,126 +1950,87 @@ namespace OpenSim.Region.Framework.Scenes
1849 1950
1850 public void applyImpulse(Vector3 impulse) 1951 public void applyImpulse(Vector3 impulse)
1851 { 1952 {
1852 // We check if rootpart is null here because scripts don't delete if you delete the host. 1953 if (IsAttachment)
1853 // This means that unfortunately, we can pass a null physics actor to Simulate!
1854 // Make sure we don't do that!
1855 SceneObjectPart rootpart = m_rootPart;
1856 if (rootpart != null)
1857 { 1954 {
1858 if (IsAttachment) 1955 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1956 if (avatar != null)
1859 { 1957 {
1860 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); 1958 avatar.PushForce(impulse);
1861 if (avatar != null)
1862 {
1863 avatar.PushForce(impulse);
1864 }
1865 } 1959 }
1866 else 1960 }
1961 else
1962 {
1963 if (RootPart.PhysActor != null)
1867 { 1964 {
1868 if (rootpart.PhysActor != null) 1965 RootPart.PhysActor.AddForce(impulse, true);
1869 { 1966 m_scene.PhysicsScene.AddPhysicsActorTaint(RootPart.PhysActor);
1870 rootpart.PhysActor.AddForce(impulse, true);
1871 m_scene.PhysicsScene.AddPhysicsActorTaint(rootpart.PhysActor);
1872 }
1873 } 1967 }
1874 } 1968 }
1875 } 1969 }
1876 1970
1877 public void applyAngularImpulse(Vector3 impulse) 1971 public void applyAngularImpulse(Vector3 impulse)
1878 { 1972 {
1879 // We check if rootpart is null here because scripts don't delete if you delete the host. 1973 if (RootPart.PhysActor != null)
1880 // This means that unfortunately, we can pass a null physics actor to Simulate!
1881 // Make sure we don't do that!
1882 SceneObjectPart rootpart = m_rootPart;
1883 if (rootpart != null)
1884 { 1974 {
1885 if (rootpart.PhysActor != null) 1975 if (!IsAttachment)
1886 { 1976 {
1887 if (!IsAttachment) 1977 RootPart.PhysActor.AddAngularForce(impulse, true);
1888 { 1978 m_scene.PhysicsScene.AddPhysicsActorTaint(RootPart.PhysActor);
1889 rootpart.PhysActor.AddAngularForce(impulse, true);
1890 m_scene.PhysicsScene.AddPhysicsActorTaint(rootpart.PhysActor);
1891 }
1892 } 1979 }
1893 } 1980 }
1894 } 1981 }
1895 1982
1896 public void setAngularImpulse(Vector3 impulse) 1983 public void setAngularImpulse(Vector3 impulse)
1897 { 1984 {
1898 // We check if rootpart is null here because scripts don't delete if you delete the host. 1985 if (RootPart.PhysActor != null)
1899 // This means that unfortunately, we can pass a null physics actor to Simulate!
1900 // Make sure we don't do that!
1901 SceneObjectPart rootpart = m_rootPart;
1902 if (rootpart != null)
1903 { 1986 {
1904 if (rootpart.PhysActor != null) 1987 if (!IsAttachment)
1905 { 1988 {
1906 if (!IsAttachment) 1989 RootPart.PhysActor.Torque = impulse;
1907 { 1990 m_scene.PhysicsScene.AddPhysicsActorTaint(RootPart.PhysActor);
1908 rootpart.PhysActor.Torque = impulse;
1909 m_scene.PhysicsScene.AddPhysicsActorTaint(rootpart.PhysActor);
1910 }
1911 } 1991 }
1912 } 1992 }
1913 } 1993 }
1914 1994
1915 public Vector3 GetTorque() 1995 public Vector3 GetTorque()
1916 { 1996 {
1917 // We check if rootpart is null here because scripts don't delete if you delete the host. 1997 if (RootPart.PhysActor != null)
1918 // This means that unfortunately, we can pass a null physics actor to Simulate!
1919 // Make sure we don't do that!
1920 SceneObjectPart rootpart = m_rootPart;
1921 if (rootpart != null)
1922 { 1998 {
1923 if (rootpart.PhysActor != null) 1999 if (!IsAttachment)
1924 { 2000 {
1925 if (!IsAttachment) 2001 Vector3 torque = RootPart.PhysActor.Torque;
1926 { 2002 return torque;
1927 Vector3 torque = rootpart.PhysActor.Torque;
1928 return torque;
1929 }
1930 } 2003 }
1931 } 2004 }
2005
1932 return Vector3.Zero; 2006 return Vector3.Zero;
1933 } 2007 }
1934 2008
1935 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object 2009 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1936 public void moveToTarget(Vector3 target, float tau) 2010 public void moveToTarget(Vector3 target, float tau)
1937 { 2011 {
1938 SceneObjectPart rootpart = m_rootPart; 2012 if (IsAttachment)
1939 if (rootpart != null)
1940 { 2013 {
1941 if (IsAttachment) 2014 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
2015 if (avatar != null)
1942 { 2016 {
1943 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); 2017 avatar.MoveToTarget(target, false);
1944 if (avatar != null)
1945 {
1946 List<string> coords = new List<string>();
1947 uint regionX = 0;
1948 uint regionY = 0;
1949 Utils.LongToUInts(Scene.RegionInfo.RegionHandle, out regionX, out regionY);
1950 target.X += regionX;
1951 target.Y += regionY;
1952 coords.Add(target.X.ToString());
1953 coords.Add(target.Y.ToString());
1954 coords.Add(target.Z.ToString());
1955 avatar.DoMoveToPosition(avatar, "", coords);
1956 }
1957 } 2018 }
1958 else 2019 }
2020 else
2021 {
2022 if (RootPart.PhysActor != null)
1959 { 2023 {
1960 if (rootpart.PhysActor != null) 2024 RootPart.PhysActor.PIDTarget = target;
1961 { 2025 RootPart.PhysActor.PIDTau = tau;
1962 rootpart.PhysActor.PIDTarget = target; 2026 RootPart.PhysActor.PIDActive = true;
1963 rootpart.PhysActor.PIDTau = tau;
1964 rootpart.PhysActor.PIDActive = true;
1965 }
1966 } 2027 }
1967 } 2028 }
1968 } 2029 }
1969 2030
1970 public void stopMoveToTarget() 2031 public void stopMoveToTarget()
1971 { 2032 {
2033<<<<<<< HEAD
1972 SceneObjectPart rootpart = m_rootPart; 2034 SceneObjectPart rootpart = m_rootPart;
1973 if (rootpart != null) 2035 if (rootpart != null)
1974 { 2036 {
@@ -1985,6 +2047,10 @@ namespace OpenSim.Region.Framework.Scenes
1985 } 2047 }
1986 } 2048 }
1987 } 2049 }
2050=======
2051 if (RootPart.PhysActor != null)
2052 RootPart.PhysActor.PIDActive = false;
2053>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
1988 } 2054 }
1989 2055
1990 public void rotLookAt(Quaternion target, float strength, float damping) 2056 public void rotLookAt(Quaternion target, float strength, float damping)
@@ -2016,6 +2082,7 @@ namespace OpenSim.Region.Framework.Scenes
2016 2082
2017 public void stopLookAt() 2083 public void stopLookAt()
2018 { 2084 {
2085<<<<<<< HEAD
2019 SceneObjectPart rootpart = m_rootPart; 2086 SceneObjectPart rootpart = m_rootPart;
2020 if (rootpart != null) 2087 if (rootpart != null)
2021 { 2088 {
@@ -2025,6 +2092,10 @@ namespace OpenSim.Region.Framework.Scenes
2025 } 2092 }
2026 } 2093 }
2027 2094
2095=======
2096 if (RootPart.PhysActor != null)
2097 RootPart.PhysActor.APIDActive = false;
2098>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
2028 } 2099 }
2029 2100
2030 /// <summary> 2101 /// <summary>
@@ -2035,22 +2106,18 @@ namespace OpenSim.Region.Framework.Scenes
2035 /// <param name="tau">Number of seconds over which to reach target</param> 2106 /// <param name="tau">Number of seconds over which to reach target</param>
2036 public void SetHoverHeight(float height, PIDHoverType hoverType, float tau) 2107 public void SetHoverHeight(float height, PIDHoverType hoverType, float tau)
2037 { 2108 {
2038 SceneObjectPart rootpart = m_rootPart; 2109 if (RootPart.PhysActor != null)
2039 if (rootpart != null)
2040 { 2110 {
2041 if (rootpart.PhysActor != null) 2111 if (height != 0f)
2042 { 2112 {
2043 if (height != 0f) 2113 RootPart.PhysActor.PIDHoverHeight = height;
2044 { 2114 RootPart.PhysActor.PIDHoverType = hoverType;
2045 rootpart.PhysActor.PIDHoverHeight = height; 2115 RootPart.PhysActor.PIDTau = tau;
2046 rootpart.PhysActor.PIDHoverType = hoverType; 2116 RootPart.PhysActor.PIDHoverActive = true;
2047 rootpart.PhysActor.PIDTau = tau; 2117 }
2048 rootpart.PhysActor.PIDHoverActive = true; 2118 else
2049 } 2119 {
2050 else 2120 RootPart.PhysActor.PIDHoverActive = false;
2051 {
2052 rootpart.PhysActor.PIDHoverActive = false;
2053 }
2054 } 2121 }
2055 } 2122 }
2056 } 2123 }
@@ -2145,7 +2212,7 @@ namespace OpenSim.Region.Framework.Scenes
2145 // an object has been deleted from a scene before update was processed. 2212 // an object has been deleted from a scene before update was processed.
2146 // A more fundamental overhaul of the update mechanism is required to eliminate all 2213 // A more fundamental overhaul of the update mechanism is required to eliminate all
2147 // the race conditions. 2214 // the race conditions.
2148 if (m_isDeleted) 2215 if (IsDeleted)
2149 return; 2216 return;
2150 2217
2151 // Even temporary objects take part in physics (e.g. temp-on-rez bullets) 2218 // Even temporary objects take part in physics (e.g. temp-on-rez bullets)
@@ -2458,7 +2525,7 @@ namespace OpenSim.Region.Framework.Scenes
2458 } 2525 }
2459 2526
2460 m_scene.UnlinkSceneObject(objectGroup, true); 2527 m_scene.UnlinkSceneObject(objectGroup, true);
2461 objectGroup.m_isDeleted = true; 2528 objectGroup.IsDeleted = true;
2462 2529
2463 objectGroup.m_parts.Clear(); 2530 objectGroup.m_parts.Clear();
2464 2531
@@ -2595,9 +2662,13 @@ namespace OpenSim.Region.Framework.Scenes
2595 /// <param name="objectGroup"></param> 2662 /// <param name="objectGroup"></param>
2596 public virtual void DetachFromBackup() 2663 public virtual void DetachFromBackup()
2597 { 2664 {
2665<<<<<<< HEAD
2598 m_scene.SceneGraph.FireDetachFromBackup(this); 2666 m_scene.SceneGraph.FireDetachFromBackup(this);
2599 2667
2600 if (m_isBackedUp) 2668 if (m_isBackedUp)
2669=======
2670 if (m_isBackedUp && Scene != null)
2671>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
2601 m_scene.EventManager.OnBackup -= ProcessBackup; 2672 m_scene.EventManager.OnBackup -= ProcessBackup;
2602 2673
2603 m_isBackedUp = false; 2674 m_isBackedUp = false;
@@ -2857,14 +2928,15 @@ namespace OpenSim.Region.Framework.Scenes
2857 /// Update prim flags for this group. 2928 /// Update prim flags for this group.
2858 /// </summary> 2929 /// </summary>
2859 /// <param name="localID"></param> 2930 /// <param name="localID"></param>
2860 /// <param name="type"></param> 2931 /// <param name="UsePhysics"></param>
2861 /// <param name="inUse"></param> 2932 /// <param name="SetTemporary"></param>
2862 /// <param name="data"></param> 2933 /// <param name="SetPhantom"></param>
2863 public void UpdatePrimFlags(uint localID, bool UsePhysics, bool IsTemporary, bool IsPhantom, bool IsVolumeDetect) 2934 /// <param name="SetVolumeDetect"></param>
2935 public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect)
2864 { 2936 {
2865 SceneObjectPart selectionPart = GetChildPart(localID); 2937 SceneObjectPart selectionPart = GetChildPart(localID);
2866 2938
2867 if (IsTemporary) 2939 if (SetTemporary && Scene != null)
2868 { 2940 {
2869 DetachFromBackup(); 2941 DetachFromBackup();
2870 // Remove from database and parcel prim count 2942 // Remove from database and parcel prim count
@@ -2876,24 +2948,32 @@ namespace OpenSim.Region.Framework.Scenes
2876 if (selectionPart != null) 2948 if (selectionPart != null)
2877 { 2949 {
2878 SceneObjectPart[] parts = m_parts.GetArray(); 2950 SceneObjectPart[] parts = m_parts.GetArray();
2879 for (int i = 0; i < parts.Length; i++) 2951
2952 if (Scene != null)
2880 { 2953 {
2881 SceneObjectPart part = parts[i]; 2954 for (int i = 0; i < parts.Length; i++)
2882 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax ||
2883 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax ||
2884 part.Scale.Z > m_scene.RegionInfo.PhysPrimMax)
2885 { 2955 {
2886 UsePhysics = false; // Reset physics 2956 SceneObjectPart part = parts[i];
2887 break; 2957 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax ||
2958 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax ||
2959 part.Scale.Z > m_scene.RegionInfo.PhysPrimMax)
2960 {
2961 UsePhysics = false; // Reset physics
2962 break;
2963 }
2888 } 2964 }
2889 } 2965 }
2890 2966
2891 RootPart.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2967 RootPart.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2892 for (int i = 0; i < parts.Length; i++) 2968 for (int i = 0; i < parts.Length; i++)
2969<<<<<<< HEAD
2893 { 2970 {
2894 if (parts[i] != RootPart) 2971 if (parts[i] != RootPart)
2895 parts[i].UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2972 parts[i].UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2896 } 2973 }
2974=======
2975 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
2976>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
2897 } 2977 }
2898 } 2978 }
2899 2979
@@ -2966,12 +3046,12 @@ namespace OpenSim.Region.Framework.Scenes
2966 #region Resize 3046 #region Resize
2967 3047
2968 /// <summary> 3048 /// <summary>
2969 /// Resize the given part 3049 /// Resize the entire group of prims.
2970 /// </summary> 3050 /// </summary>
2971 /// <param name="scale"></param> 3051 /// <param name="scale"></param>
2972 /// <param name="localID"></param> 3052 public void GroupResize(Vector3 scale)
2973 public void Resize(Vector3 scale, uint localID)
2974 { 3053 {
3054<<<<<<< HEAD
2975 if (scale.X > m_scene.m_maxNonphys) 3055 if (scale.X > m_scene.m_maxNonphys)
2976 scale.X = m_scene.m_maxNonphys; 3056 scale.X = m_scene.m_maxNonphys;
2977 if (scale.Y > m_scene.m_maxNonphys) 3057 if (scale.Y > m_scene.m_maxNonphys)
@@ -2996,23 +3076,25 @@ namespace OpenSim.Region.Framework.Scenes
2996 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 3076 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2997 } 3077 }
2998 part.Resize(scale); 3078 part.Resize(scale);
3079=======
3080// m_log.DebugFormat(
3081// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2999 3082
3000 HasGroupChanged = true; 3083 RootPart.StoreUndoState(true);
3001 part.TriggerScriptChangedEvent(Changed.SCALE); 3084>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
3002 ScheduleGroupForFullUpdate();
3003 3085
3004 //if (part.UUID == m_rootPart.UUID) 3086 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
3005 //{ 3087 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys);
3006 //if (m_rootPart.PhysActor != null) 3088 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys);
3007 //{ 3089
3008 //m_rootPart.PhysActor.Size = 3090 if (RootPart.PhysActor != null && RootPart.PhysActor.IsPhysical)
3009 //new PhysicsVector(m_rootPart.Scale.X, m_rootPart.Scale.Y, m_rootPart.Scale.Z); 3091 {
3010 //m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 3092 scale.X = Math.Min(scale.X, Scene.m_maxPhys);
3011 //} 3093 scale.Y = Math.Min(scale.Y, Scene.m_maxPhys);
3012 //} 3094 scale.Z = Math.Min(scale.Z, Scene.m_maxPhys);
3013 } 3095 }
3014 }
3015 3096
3097<<<<<<< HEAD
3016 public void GroupResize(Vector3 scale, uint localID) 3098 public void GroupResize(Vector3 scale, uint localID)
3017 { 3099 {
3018 SceneObjectPart part = GetChildPart(localID); 3100 SceneObjectPart part = GetChildPart(localID);
@@ -3036,24 +3118,50 @@ namespace OpenSim.Region.Framework.Scenes
3036 float x = (scale.X / part.Scale.X); 3118 float x = (scale.X / part.Scale.X);
3037 float y = (scale.Y / part.Scale.Y); 3119 float y = (scale.Y / part.Scale.Y);
3038 float z = (scale.Z / part.Scale.Z); 3120 float z = (scale.Z / part.Scale.Z);
3121=======
3122 float x = (scale.X / RootPart.Scale.X);
3123 float y = (scale.Y / RootPart.Scale.Y);
3124 float z = (scale.Z / RootPart.Scale.Z);
3125>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
3039 3126
3040 SceneObjectPart[] parts; 3127 SceneObjectPart[] parts;
3041 if (x > 1.0f || y > 1.0f || z > 1.0f) 3128 if (x > 1.0f || y > 1.0f || z > 1.0f)
3129 {
3130 parts = m_parts.GetArray();
3131 for (int i = 0; i < parts.Length; i++)
3042 { 3132 {
3043 parts = m_parts.GetArray(); 3133 SceneObjectPart obPart = parts[i];
3044 for (int i = 0; i < parts.Length; i++) 3134 if (obPart.UUID != m_rootPart.UUID)
3045 { 3135 {
3046 SceneObjectPart obPart = parts[i]; 3136// obPart.IgnoreUndoUpdate = true;
3047 if (obPart.UUID != m_rootPart.UUID) 3137 Vector3 oldSize = new Vector3(obPart.Scale);
3138
3139 float f = 1.0f;
3140 float a = 1.0f;
3141
3142 if (RootPart.PhysActor != null && RootPart.PhysActor.IsPhysical)
3048 { 3143 {
3049 obPart.IgnoreUndoUpdate = true; 3144 if (oldSize.X * x > m_scene.m_maxPhys)
3050 Vector3 oldSize = new Vector3(obPart.Scale); 3145 {
3146 f = m_scene.m_maxPhys / oldSize.X;
3147 a = f / x;
3148 x *= a;
3149 y *= a;
3150 z *= a;
3151 }
3051 3152
3052 float f = 1.0f; 3153 if (oldSize.Y * y > m_scene.m_maxPhys)
3053 float a = 1.0f; 3154 {
3155 f = m_scene.m_maxPhys / oldSize.Y;
3156 a = f / y;
3157 x *= a;
3158 y *= a;
3159 z *= a;
3160 }
3054 3161
3055 if (part.PhysActor != null && part.PhysActor.IsPhysical) 3162 if (oldSize.Z * z > m_scene.m_maxPhys)
3056 { 3163 {
3164<<<<<<< HEAD
3057 if (oldSize.X*x > m_scene.m_maxPhys) 3165 if (oldSize.X*x > m_scene.m_maxPhys)
3058 { 3166 {
3059 f = m_scene.m_maxPhys / oldSize.X; 3167 f = m_scene.m_maxPhys / oldSize.X;
@@ -3078,9 +3186,20 @@ namespace OpenSim.Region.Framework.Scenes
3078 y *= a; 3186 y *= a;
3079 z *= a; 3187 z *= a;
3080 } 3188 }
3189=======
3190 f = m_scene.m_maxPhys / oldSize.Z;
3191 a = f / z;
3192 x *= a;
3193 y *= a;
3194 z *= a;
3195>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
3081 } 3196 }
3082 else 3197 }
3198 else
3199 {
3200 if (oldSize.X * x > m_scene.m_maxNonphys)
3083 { 3201 {
3202<<<<<<< HEAD
3084 if (oldSize.X*x > m_scene.m_maxNonphys) 3203 if (oldSize.X*x > m_scene.m_maxNonphys)
3085 { 3204 {
3086 f = m_scene.m_maxNonphys / oldSize.X; 3205 f = m_scene.m_maxNonphys / oldSize.X;
@@ -3107,10 +3226,40 @@ namespace OpenSim.Region.Framework.Scenes
3107 } 3226 }
3108 } 3227 }
3109 obPart.IgnoreUndoUpdate = false; 3228 obPart.IgnoreUndoUpdate = false;
3229=======
3230 f = m_scene.m_maxNonphys / oldSize.X;
3231 a = f / x;
3232 x *= a;
3233 y *= a;
3234 z *= a;
3235 }
3236
3237 if (oldSize.Y * y > m_scene.m_maxNonphys)
3238 {
3239 f = m_scene.m_maxNonphys / oldSize.Y;
3240 a = f / y;
3241 x *= a;
3242 y *= a;
3243 z *= a;
3244 }
3245
3246 if (oldSize.Z * z > m_scene.m_maxNonphys)
3247 {
3248 f = m_scene.m_maxNonphys / oldSize.Z;
3249 a = f / z;
3250 x *= a;
3251 y *= a;
3252 z *= a;
3253 }
3254>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
3110 } 3255 }
3256
3257// obPart.IgnoreUndoUpdate = false;
3111 } 3258 }
3112 } 3259 }
3260 }
3113 3261
3262<<<<<<< HEAD
3114 Vector3 prevScale = part.Scale; 3263 Vector3 prevScale = part.Scale;
3115 prevScale.X *= x; 3264 prevScale.X *= x;
3116 prevScale.Y *= y; 3265 prevScale.Y *= y;
@@ -3121,12 +3270,26 @@ namespace OpenSim.Region.Framework.Scenes
3121 part.IgnoreUndoUpdate = true; 3270 part.IgnoreUndoUpdate = true;
3122 part.Resize(prevScale); 3271 part.Resize(prevScale);
3123 part.IgnoreUndoUpdate = false; 3272 part.IgnoreUndoUpdate = false;
3273=======
3274 Vector3 prevScale = RootPart.Scale;
3275 prevScale.X *= x;
3276 prevScale.Y *= y;
3277 prevScale.Z *= z;
3278>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
3124 3279
3125 parts = m_parts.GetArray(); 3280// RootPart.IgnoreUndoUpdate = true;
3126 for (int i = 0; i < parts.Length; i++) 3281 RootPart.Resize(prevScale);
3282// RootPart.IgnoreUndoUpdate = false;
3283
3284 parts = m_parts.GetArray();
3285 for (int i = 0; i < parts.Length; i++)
3286 {
3287 SceneObjectPart obPart = parts[i];
3288
3289 if (obPart.UUID != m_rootPart.UUID)
3127 { 3290 {
3128 SceneObjectPart obPart = parts[i];
3129 obPart.IgnoreUndoUpdate = true; 3291 obPart.IgnoreUndoUpdate = true;
3292<<<<<<< HEAD
3130 if (obPart.UUID != m_rootPart.UUID) 3293 if (obPart.UUID != m_rootPart.UUID)
3131 { 3294 {
3132 if (obPart.UUID != m_rootPart.UUID) 3295 if (obPart.UUID != m_rootPart.UUID)
@@ -3150,18 +3313,38 @@ namespace OpenSim.Region.Framework.Scenes
3150 } 3313 }
3151 obPart.IgnoreUndoUpdate = false; 3314 obPart.IgnoreUndoUpdate = false;
3152 } 3315 }
3316=======
3317>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
3153 3318
3154 if (part.PhysActor != null) 3319 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
3155 { 3320 currentpos.X *= x;
3156 part.PhysActor.Size = prevScale; 3321 currentpos.Y *= y;
3157 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 3322 currentpos.Z *= z;
3323
3324 Vector3 newSize = new Vector3(obPart.Scale);
3325 newSize.X *= x;
3326 newSize.Y *= y;
3327 newSize.Z *= z;
3328
3329 obPart.Resize(newSize);
3330 obPart.UpdateOffSet(currentpos);
3331
3332 obPart.IgnoreUndoUpdate = false;
3158 } 3333 }
3159 3334
3335<<<<<<< HEAD
3160 part.IgnoreUndoUpdate = false; 3336 part.IgnoreUndoUpdate = false;
3161 HasGroupChanged = true; 3337 HasGroupChanged = true;
3162 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE); 3338 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3163 ScheduleGroupForTerseUpdate(); 3339 ScheduleGroupForTerseUpdate();
3340=======
3341// obPart.IgnoreUndoUpdate = false;
3342// obPart.StoreUndoState();
3343>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
3164 } 3344 }
3345
3346// m_log.DebugFormat(
3347// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
3165 } 3348 }
3166 3349
3167 #endregion 3350 #endregion
@@ -3174,6 +3357,17 @@ namespace OpenSim.Region.Framework.Scenes
3174 /// <param name="pos"></param> 3357 /// <param name="pos"></param>
3175 public void UpdateGroupPosition(Vector3 pos) 3358 public void UpdateGroupPosition(Vector3 pos)
3176 { 3359 {
3360<<<<<<< HEAD
3361=======
3362// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
3363
3364 RootPart.StoreUndoState(true);
3365
3366// SceneObjectPart[] parts = m_parts.GetArray();
3367// for (int i = 0; i < parts.Length; i++)
3368// parts[i].StoreUndoState();
3369
3370>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
3177 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3371 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
3178 { 3372 {
3179 if (IsAttachment) 3373 if (IsAttachment)
@@ -3210,12 +3404,24 @@ namespace OpenSim.Region.Framework.Scenes
3210 { 3404 {
3211 SceneObjectPart part = GetChildPart(localID); 3405 SceneObjectPart part = GetChildPart(localID);
3212 3406
3407<<<<<<< HEAD
3213 SceneObjectPart[] parts = m_parts.GetArray(); 3408 SceneObjectPart[] parts = m_parts.GetArray();
3214 for (int i = 0; i < parts.Length; i++) 3409 for (int i = 0; i < parts.Length; i++)
3215 parts[i].StoreUndoState(UndoType.STATE_PRIM_POSITION); 3410 parts[i].StoreUndoState(UndoType.STATE_PRIM_POSITION);
3411=======
3412// SceneObjectPart[] parts = m_parts.GetArray();
3413// for (int i = 0; i < parts.Length; i++)
3414// parts[i].StoreUndoState();
3415>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
3216 3416
3217 if (part != null) 3417 if (part != null)
3218 { 3418 {
3419// m_log.DebugFormat(
3420// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos);
3421
3422 part.StoreUndoState(false);
3423 part.IgnoreUndoUpdate = true;
3424
3219 if (part.UUID == m_rootPart.UUID) 3425 if (part.UUID == m_rootPart.UUID)
3220 { 3426 {
3221 UpdateRootPosition(pos); 3427 UpdateRootPosition(pos);
@@ -3226,18 +3432,28 @@ namespace OpenSim.Region.Framework.Scenes
3226 } 3432 }
3227 3433
3228 HasGroupChanged = true; 3434 HasGroupChanged = true;
3435 part.IgnoreUndoUpdate = false;
3229 } 3436 }
3230 } 3437 }
3231 3438
3232 /// <summary> 3439 /// <summary>
3233 /// 3440 /// Update just the root prim position in a linkset
3234 /// </summary> 3441 /// </summary>
3235 /// <param name="pos"></param> 3442 /// <param name="pos"></param>
3236 private void UpdateRootPosition(Vector3 pos) 3443 public void UpdateRootPosition(Vector3 pos)
3237 { 3444 {
3445<<<<<<< HEAD
3238 SceneObjectPart[] parts = m_parts.GetArray(); 3446 SceneObjectPart[] parts = m_parts.GetArray();
3239 for (int i = 0; i < parts.Length; i++) 3447 for (int i = 0; i < parts.Length; i++)
3240 parts[i].StoreUndoState(UndoType.STATE_PRIM_POSITION); 3448 parts[i].StoreUndoState(UndoType.STATE_PRIM_POSITION);
3449=======
3450// m_log.DebugFormat(
3451// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
3452
3453// SceneObjectPart[] parts = m_parts.GetArray();
3454// for (int i = 0; i < parts.Length; i++)
3455// parts[i].StoreUndoState();
3456>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
3241 3457
3242 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3458 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
3243 Vector3 oldPos = 3459 Vector3 oldPos =
@@ -3250,7 +3466,7 @@ namespace OpenSim.Region.Framework.Scenes
3250 axDiff *= Quaternion.Inverse(partRotation); 3466 axDiff *= Quaternion.Inverse(partRotation);
3251 diff = axDiff; 3467 diff = axDiff;
3252 3468
3253 parts = m_parts.GetArray(); 3469 SceneObjectPart[] parts = m_parts.GetArray();
3254 for (int i = 0; i < parts.Length; i++) 3470 for (int i = 0; i < parts.Length; i++)
3255 { 3471 {
3256 SceneObjectPart obPart = parts[i]; 3472 SceneObjectPart obPart = parts[i];
@@ -3296,9 +3512,20 @@ namespace OpenSim.Region.Framework.Scenes
3296 /// <param name="rot"></param> 3512 /// <param name="rot"></param>
3297 public void UpdateGroupRotationR(Quaternion rot) 3513 public void UpdateGroupRotationR(Quaternion rot)
3298 { 3514 {
3515<<<<<<< HEAD
3299 SceneObjectPart[] parts = m_parts.GetArray(); 3516 SceneObjectPart[] parts = m_parts.GetArray();
3300 for (int i = 0; i < parts.Length; i++) 3517 for (int i = 0; i < parts.Length; i++)
3301 parts[i].StoreUndoState(UndoType.STATE_GROUP_ROTATION); 3518 parts[i].StoreUndoState(UndoType.STATE_GROUP_ROTATION);
3519=======
3520// m_log.DebugFormat(
3521// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
3522
3523// SceneObjectPart[] parts = m_parts.GetArray();
3524// for (int i = 0; i < parts.Length; i++)
3525// parts[i].StoreUndoState();
3526
3527 m_rootPart.StoreUndoState(true);
3528>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
3302 3529
3303 m_rootPart.UpdateRotation(rot); 3530 m_rootPart.UpdateRotation(rot);
3304 3531
@@ -3320,9 +3547,21 @@ namespace OpenSim.Region.Framework.Scenes
3320 /// <param name="rot"></param> 3547 /// <param name="rot"></param>
3321 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 3548 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
3322 { 3549 {
3550<<<<<<< HEAD
3323 SceneObjectPart[] parts = m_parts.GetArray(); 3551 SceneObjectPart[] parts = m_parts.GetArray();
3324 for (int i = 0; i < parts.Length; i++) 3552 for (int i = 0; i < parts.Length; i++)
3325 parts[i].StoreUndoState(UndoType.STATE_GROUP_ROTATION); 3553 parts[i].StoreUndoState(UndoType.STATE_GROUP_ROTATION);
3554=======
3555// m_log.DebugFormat(
3556// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
3557
3558// SceneObjectPart[] parts = m_parts.GetArray();
3559// for (int i = 0; i < parts.Length; i++)
3560// parts[i].StoreUndoState();
3561
3562 RootPart.StoreUndoState(true);
3563 RootPart.IgnoreUndoUpdate = true;
3564>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
3326 3565
3327 m_rootPart.UpdateRotation(rot); 3566 m_rootPart.UpdateRotation(rot);
3328 3567
@@ -3337,6 +3576,8 @@ namespace OpenSim.Region.Framework.Scenes
3337 3576
3338 HasGroupChanged = true; 3577 HasGroupChanged = true;
3339 ScheduleGroupForTerseUpdate(); 3578 ScheduleGroupForTerseUpdate();
3579
3580 RootPart.IgnoreUndoUpdate = false;
3340 } 3581 }
3341 3582
3342 /// <summary> 3583 /// <summary>
@@ -3353,6 +3594,9 @@ namespace OpenSim.Region.Framework.Scenes
3353 3594
3354 if (part != null) 3595 if (part != null)
3355 { 3596 {
3597// m_log.DebugFormat(
3598// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot);
3599
3356 if (part.UUID == m_rootPart.UUID) 3600 if (part.UUID == m_rootPart.UUID)
3357 { 3601 {
3358 UpdateRootRotation(rot); 3602 UpdateRootRotation(rot);
@@ -3374,6 +3618,13 @@ namespace OpenSim.Region.Framework.Scenes
3374 SceneObjectPart part = GetChildPart(localID); 3618 SceneObjectPart part = GetChildPart(localID);
3375 if (part != null) 3619 if (part != null)
3376 { 3620 {
3621// m_log.DebugFormat(
3622// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}",
3623// part.Name, part.LocalId, rot);
3624
3625 part.StoreUndoState();
3626 part.IgnoreUndoUpdate = true;
3627
3377 if (part.UUID == m_rootPart.UUID) 3628 if (part.UUID == m_rootPart.UUID)
3378 { 3629 {
3379 UpdateRootRotation(rot); 3630 UpdateRootRotation(rot);
@@ -3390,12 +3641,19 @@ namespace OpenSim.Region.Framework.Scenes
3390 } 3641 }
3391 else 3642 else
3392 { 3643 {
3644<<<<<<< HEAD
3393 part.StoreUndoState(UndoType.STATE_PRIM_ROTATION); 3645 part.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3394 part.IgnoreUndoUpdate = true; 3646 part.IgnoreUndoUpdate = true;
3395 part.UpdateRotation(rot); 3647 part.UpdateRotation(rot);
3396 part.OffsetPosition = pos; 3648 part.OffsetPosition = pos;
3397 part.IgnoreUndoUpdate = false; 3649 part.IgnoreUndoUpdate = false;
3650=======
3651 part.UpdateRotation(rot);
3652 part.OffsetPosition = pos;
3653>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
3398 } 3654 }
3655
3656 part.IgnoreUndoUpdate = false;
3399 } 3657 }
3400 } 3658 }
3401 3659
@@ -3403,8 +3661,12 @@ namespace OpenSim.Region.Framework.Scenes
3403 /// 3661 ///
3404 /// </summary> 3662 /// </summary>
3405 /// <param name="rot"></param> 3663 /// <param name="rot"></param>
3406 private void UpdateRootRotation(Quaternion rot) 3664 public void UpdateRootRotation(Quaternion rot)
3407 { 3665 {
3666// m_log.DebugFormat(
3667// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
3668// Name, LocalId, rot);
3669
3408 Quaternion axRot = rot; 3670 Quaternion axRot = rot;
3409 Quaternion oldParentRot = m_rootPart.RotationOffset; 3671 Quaternion oldParentRot = m_rootPart.RotationOffset;
3410 3672
@@ -3436,6 +3698,7 @@ namespace OpenSim.Region.Framework.Scenes
3436 axPos *= oldParentRot; 3698 axPos *= oldParentRot;
3437 axPos *= Quaternion.Inverse(axRot); 3699 axPos *= Quaternion.Inverse(axRot);
3438 prim.OffsetPosition = axPos; 3700 prim.OffsetPosition = axPos;
3701<<<<<<< HEAD
3439 3702
3440 prim.RotationOffset *= Quaternion.Inverse(prim.GetWorldRotation()) * (oldParentRot * prim.RotationOffset); 3703 prim.RotationOffset *= Quaternion.Inverse(prim.GetWorldRotation()) * (oldParentRot * prim.RotationOffset);
3441 3704
@@ -3448,6 +3711,32 @@ namespace OpenSim.Region.Framework.Scenes
3448 } 3711 }
3449 HasGroupChanged = true; 3712 HasGroupChanged = true;
3450 ScheduleGroupForFullUpdate(); 3713 ScheduleGroupForFullUpdate();
3714=======
3715 Quaternion primsRot = prim.RotationOffset;
3716 Quaternion newRot = primsRot * oldParentRot;
3717 newRot *= Quaternion.Inverse(axRot);
3718 prim.RotationOffset = newRot;
3719 prim.ScheduleTerseUpdate();
3720 prim.IgnoreUndoUpdate = false;
3721 }
3722 }
3723
3724// for (int i = 0; i < parts.Length; i++)
3725// {
3726// SceneObjectPart childpart = parts[i];
3727// if (childpart != m_rootPart)
3728// {
3729//// childpart.IgnoreUndoUpdate = false;
3730//// childpart.StoreUndoState();
3731// }
3732// }
3733
3734 m_rootPart.ScheduleTerseUpdate();
3735
3736// m_log.DebugFormat(
3737// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}",
3738// Name, LocalId, rot);
3739>>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8
3451 } 3740 }
3452 3741
3453 #endregion 3742 #endregion
@@ -3462,28 +3751,23 @@ namespace OpenSim.Region.Framework.Scenes
3462 int yaxis = 4; 3751 int yaxis = 4;
3463 int zaxis = 8; 3752 int zaxis = 8;
3464 3753
3465 if (m_rootPart != null) 3754 setX = ((axis & xaxis) != 0) ? true : false;
3466 { 3755 setY = ((axis & yaxis) != 0) ? true : false;
3467 setX = ((axis & xaxis) != 0) ? true : false; 3756 setZ = ((axis & zaxis) != 0) ? true : false;
3468 setY = ((axis & yaxis) != 0) ? true : false;
3469 setZ = ((axis & zaxis) != 0) ? true : false;
3470 3757
3471 float setval = (rotate10 > 0) ? 1f : 0f; 3758 float setval = (rotate10 > 0) ? 1f : 0f;
3472 3759
3473 if (setX) 3760 if (setX)
3474 m_rootPart.RotationAxis.X = setval; 3761 RootPart.RotationAxis.X = setval;
3475 if (setY) 3762 if (setY)
3476 m_rootPart.RotationAxis.Y = setval; 3763 RootPart.RotationAxis.Y = setval;
3477 if (setZ) 3764 if (setZ)
3478 m_rootPart.RotationAxis.Z = setval; 3765 RootPart.RotationAxis.Z = setval;
3479 3766
3480 if (setX || setY || setZ) 3767 if (setX || setY || setZ)
3481 { 3768 RootPart.SetPhysicsAxisRotation();
3482 m_rootPart.SetPhysicsAxisRotation();
3483 }
3484
3485 }
3486 } 3769 }
3770
3487 public int registerRotTargetWaypoint(Quaternion target, float tolerance) 3771 public int registerRotTargetWaypoint(Quaternion target, float tolerance)
3488 { 3772 {
3489 scriptRotTarget waypoint = new scriptRotTarget(); 3773 scriptRotTarget waypoint = new scriptRotTarget();
@@ -3611,7 +3895,13 @@ namespace OpenSim.Region.Framework.Scenes
3611 foreach (uint idx in m_rotTargets.Keys) 3895 foreach (uint idx in m_rotTargets.Keys)
3612 { 3896 {
3613 scriptRotTarget target = m_rotTargets[idx]; 3897 scriptRotTarget target = m_rotTargets[idx];
3614 double angle = Math.Acos(target.targetRot.X * m_rootPart.RotationOffset.X + target.targetRot.Y * m_rootPart.RotationOffset.Y + target.targetRot.Z * m_rootPart.RotationOffset.Z + target.targetRot.W * m_rootPart.RotationOffset.W) * 2; 3898 double angle
3899 = Math.Acos(
3900 target.targetRot.X * m_rootPart.RotationOffset.X
3901 + target.targetRot.Y * m_rootPart.RotationOffset.Y
3902 + target.targetRot.Z * m_rootPart.RotationOffset.Z
3903 + target.targetRot.W * m_rootPart.RotationOffset.W)
3904 * 2;
3615 if (angle < 0) angle = -angle; 3905 if (angle < 0) angle = -angle;
3616 if (angle > Math.PI) angle = (Math.PI * 2 - angle); 3906 if (angle > Math.PI) angle = (Math.PI * 2 - angle);
3617 if (angle <= target.tolerance) 3907 if (angle <= target.tolerance)
@@ -3676,43 +3966,28 @@ namespace OpenSim.Region.Framework.Scenes
3676 3966
3677 return retmass; 3967 return retmass;
3678 } 3968 }
3679 3969
3970 /// <summary>
3971 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that
3972 /// the physics engine can use it.
3973 /// </summary>
3974 /// <remarks>
3975 /// When the physics engine has finished with it, the sculpt data is discarded to save memory.
3976 /// </remarks>
3680 public void CheckSculptAndLoad() 3977 public void CheckSculptAndLoad()
3681 { 3978 {
3682 if (IsDeleted) 3979 if (IsDeleted)
3683 return; 3980 return;
3981
3684 if ((RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) != 0) 3982 if ((RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) != 0)
3685 return; 3983 return;
3686 3984
3687 SceneObjectPart[] parts = m_parts.GetArray(); 3985// m_log.Debug("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
3688 for (int i = 0; i < parts.Length; i++)
3689 {
3690 SceneObjectPart part = parts[i];
3691 if (part.Shape.SculptEntry && part.Shape.SculptTexture != UUID.Zero)
3692 {
3693 // check if a previously decoded sculpt map has been cached
3694 if (File.Exists(System.IO.Path.Combine("j2kDecodeCache", "smap_" + part.Shape.SculptTexture.ToString())))
3695 {
3696 part.SculptTextureCallback(part.Shape.SculptTexture, null);
3697 }
3698 else
3699 {
3700 m_scene.AssetService.Get(
3701 part.Shape.SculptTexture.ToString(), part, AssetReceived);
3702 }
3703 }
3704 }
3705 }
3706 3986
3707 protected void AssetReceived(string id, Object sender, AssetBase asset) 3987 SceneObjectPart[] parts = m_parts.GetArray();
3708 {
3709 SceneObjectPart sop = (SceneObjectPart)sender;
3710 3988
3711 if (sop != null) 3989 for (int i = 0; i < parts.Length; i++)
3712 { 3990 parts[i].CheckSculptAndLoad();
3713 if (asset != null)
3714 sop.SculptTextureCallback(asset.FullID, asset);
3715 }
3716 } 3991 }
3717 3992
3718 /// <summary> 3993 /// <summary>
@@ -3747,19 +4022,12 @@ namespace OpenSim.Region.Framework.Scenes
3747 return String.Format("{0} {1} ({2})", Name, UUID, AbsolutePosition); 4022 return String.Format("{0} {1} ({2})", Name, UUID, AbsolutePosition);
3748 } 4023 }
3749 4024
3750 public void SetAttachmentPoint(byte point)
3751 {
3752 SceneObjectPart[] parts = m_parts.GetArray();
3753 for (int i = 0; i < parts.Length; i++)
3754 parts[i].SetAttachmentPoint(point);
3755 }
3756
3757 #region ISceneObject 4025 #region ISceneObject
3758 4026
3759 public virtual ISceneObject CloneForNewScene() 4027 public virtual ISceneObject CloneForNewScene()
3760 { 4028 {
3761 SceneObjectGroup sog = Copy(false); 4029 SceneObjectGroup sog = Copy(false);
3762 sog.m_isDeleted = false; 4030 sog.IsDeleted = false;
3763 return sog; 4031 return sog;
3764 } 4032 }
3765 4033
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 037f384..893faf8 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO;
31using System.Reflection; 32using System.Reflection;
32using System.Runtime.Serialization; 33using System.Runtime.Serialization;
33using System.Security.Permissions; 34using System.Security.Permissions;
@@ -216,28 +217,18 @@ namespace OpenSim.Region.Framework.Scenes
216 /// </value> 217 /// </value>
217 private UUID m_fromUserInventoryItemID; 218 private UUID m_fromUserInventoryItemID;
218 219
219
220 public UUID FromUserInventoryItemID 220 public UUID FromUserInventoryItemID
221 { 221 {
222 get { return m_fromUserInventoryItemID; } 222 get { return m_fromUserInventoryItemID; }
223 set { m_fromUserInventoryItemID = value; }
223 } 224 }
224 225
225
226 public bool IsAttachment;
227
228
229 public scriptEvents AggregateScriptEvents; 226 public scriptEvents AggregateScriptEvents;
230 227
231 228
232 public UUID AttachedAvatar;
233
234
235 public Vector3 AttachedPos; 229 public Vector3 AttachedPos;
236 230
237 231
238 public uint AttachmentPoint;
239
240
241 public Vector3 RotationAxis = Vector3.One; 232 public Vector3 RotationAxis = Vector3.One;
242 233
243 234
@@ -269,12 +260,9 @@ namespace OpenSim.Region.Framework.Scenes
269 } 260 }
270 protected SceneObjectPartInventory m_inventory; 261 protected SceneObjectPartInventory m_inventory;
271 262
272
273 public bool Undoing; 263 public bool Undoing;
274
275 264
276 public bool IgnoreUndoUpdate = false; 265 public bool IgnoreUndoUpdate = false;
277
278 266
279 private PrimFlags LocalFlags; 267 private PrimFlags LocalFlags;
280 268
@@ -296,8 +284,8 @@ namespace OpenSim.Region.Framework.Scenes
296 private bool m_occupied; // KF if any av is sitting on this prim 284 private bool m_occupied; // KF if any av is sitting on this prim
297 private string m_text = String.Empty; 285 private string m_text = String.Empty;
298 private string m_touchName = String.Empty; 286 private string m_touchName = String.Empty;
299 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 287 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5);
300 private readonly UndoStack<UndoState> m_redo = new UndoStack<UndoState>(5); 288 private readonly Stack<UndoState> m_redo = new Stack<UndoState>(5);
301 private UUID _creatorID; 289 private UUID _creatorID;
302 290
303 private bool m_passTouches; 291 private bool m_passTouches;
@@ -323,7 +311,6 @@ namespace OpenSim.Region.Framework.Scenes
323 protected string m_name; 311 protected string m_name;
324 protected Vector3 m_offsetPosition; 312 protected Vector3 m_offsetPosition;
325 313
326 // FIXME, TODO, ERROR: 'ParentGroup' can't be in here, move it out.
327 protected SceneObjectGroup m_parentGroup; 314 protected SceneObjectGroup m_parentGroup;
328 protected byte[] m_particleSystem = Utils.EmptyBytes; 315 protected byte[] m_particleSystem = Utils.EmptyBytes;
329 protected ulong m_regionHandle; 316 protected ulong m_regionHandle;
@@ -424,7 +411,6 @@ namespace OpenSim.Region.Framework.Scenes
424 CreateSelected = true; 411 CreateSelected = true;
425 412
426 TrimPermissions(); 413 TrimPermissions();
427 //m_undo = new UndoStack<UndoState>(ParentGroup.GetSceneMaxUndo());
428 414
429 m_inventory = new SceneObjectPartInventory(this); 415 m_inventory = new SceneObjectPartInventory(this);
430 } 416 }
@@ -619,6 +605,7 @@ namespace OpenSim.Region.Framework.Scenes
619 set 605 set
620 { 606 {
621 m_passTouches = value; 607 m_passTouches = value;
608
622 if (ParentGroup != null) 609 if (ParentGroup != null)
623 ParentGroup.HasGroupChanged = true; 610 ParentGroup.HasGroupChanged = true;
624 } 611 }
@@ -744,9 +731,9 @@ namespace OpenSim.Region.Framework.Scenes
744 return m_groupPosition; 731 return m_groupPosition;
745 } 732 }
746 733
747 if (IsAttachment) 734 if (m_parentGroup.IsAttachment)
748 { 735 {
749 ScenePresence sp = m_parentGroup.Scene.GetScenePresence(AttachedAvatar); 736 ScenePresence sp = m_parentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar);
750 if (sp != null) 737 if (sp != null)
751 return sp.AbsolutePosition; 738 return sp.AbsolutePosition;
752 } 739 }
@@ -794,7 +781,6 @@ namespace OpenSim.Region.Framework.Scenes
794 set 781 set
795 { 782 {
796 Vector3 oldpos = m_offsetPosition; 783 Vector3 oldpos = m_offsetPosition;
797 StoreUndoState(UndoType.STATE_PRIM_POSITION);
798 m_offsetPosition = value; 784 m_offsetPosition = value;
799 785
800 if (ParentGroup != null && !ParentGroup.IsDeleted) 786 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -834,7 +820,7 @@ namespace OpenSim.Region.Framework.Scenes
834 { 820 {
835 if (IsRoot) 821 if (IsRoot)
836 { 822 {
837 if (IsAttachment) 823 if (m_parentGroup.IsAttachment)
838 return AttachedPos; 824 return AttachedPos;
839 else 825 else
840 return AbsolutePosition; 826 return AbsolutePosition;
@@ -887,7 +873,9 @@ namespace OpenSim.Region.Framework.Scenes
887 actor.Orientation = resultingrotation; 873 actor.Orientation = resultingrotation;
888 //m_log.Info("[PART]: RO2:" + actor.Orientation.ToString()); 874 //m_log.Info("[PART]: RO2:" + actor.Orientation.ToString());
889 } 875 }
890 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 876
877 if (m_parentGroup != null)
878 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
891 //} 879 //}
892 } 880 }
893 catch (Exception ex) 881 catch (Exception ex)
@@ -895,7 +883,6 @@ namespace OpenSim.Region.Framework.Scenes
895 m_log.Error("[SCENEOBJECTPART]: ROTATIONOFFSET" + ex.Message); 883 m_log.Error("[SCENEOBJECTPART]: ROTATIONOFFSET" + ex.Message);
896 } 884 }
897 } 885 }
898
899 } 886 }
900 } 887 }
901 888
@@ -1044,30 +1031,39 @@ namespace OpenSim.Region.Framework.Scenes
1044 get { return m_shape; } 1031 get { return m_shape; }
1045 set { m_shape = value; } 1032 set { m_shape = value; }
1046 } 1033 }
1047 1034
1035 /// <summary>
1036 /// Change the scale of this part.
1037 /// </summary>
1048 public Vector3 Scale 1038 public Vector3 Scale
1049 { 1039 {
1050 get { return m_shape.Scale; } 1040 get { return m_shape.Scale; }
1051 set 1041 set
1052 { 1042 {
1053 StoreUndoState(UndoType.STATE_PRIM_SCALE);
1054 if (m_shape != null) 1043 if (m_shape != null)
1055 { 1044 {
1045 StoreUndoState();
1046
1056 m_shape.Scale = value; 1047 m_shape.Scale = value;
1057 1048
1058 PhysicsActor actor = PhysActor; 1049 PhysicsActor actor = PhysActor;
1059 if (actor != null && m_parentGroup != null) 1050 if (actor != null)
1060 { 1051 {
1061 if (m_parentGroup.Scene != null) 1052 if (m_parentGroup.Scene != null)
1062 { 1053 {
1063 if (m_parentGroup.Scene.PhysicsScene != null) 1054 if (m_parentGroup.Scene.PhysicsScene != null)
1064 { 1055 {
1065 actor.Size = m_shape.Scale; 1056 actor.Size = m_shape.Scale;
1066 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 1057
1058 if (Shape.SculptEntry)
1059 CheckSculptAndLoad();
1060 else
1061 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
1067 } 1062 }
1068 } 1063 }
1069 } 1064 }
1070 } 1065 }
1066
1071 TriggerScriptChangedEvent(Changed.SCALE); 1067 TriggerScriptChangedEvent(Changed.SCALE);
1072 } 1068 }
1073 } 1069 }
@@ -1092,13 +1088,12 @@ namespace OpenSim.Region.Framework.Scenes
1092 set 1088 set
1093 { 1089 {
1094 m_mediaUrl = value; 1090 m_mediaUrl = value;
1095 1091
1096 if (ParentGroup != null) 1092 if (ParentGroup != null)
1097 ParentGroup.HasGroupChanged = true; 1093 ParentGroup.HasGroupChanged = true;
1098 } 1094 }
1099 } 1095 }
1100 1096
1101
1102 public bool CreateSelected 1097 public bool CreateSelected
1103 { 1098 {
1104 get { return m_createSelected; } 1099 get { return m_createSelected; }
@@ -1118,7 +1113,10 @@ namespace OpenSim.Region.Framework.Scenes
1118 { 1113 {
1119 get 1114 get
1120 { 1115 {
1121 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset); 1116 if (m_parentGroup.IsAttachment)
1117 return GroupPosition;
1118
1119 return m_offsetPosition + m_groupPosition;
1122 } 1120 }
1123 } 1121 }
1124 1122
@@ -1138,7 +1136,6 @@ namespace OpenSim.Region.Framework.Scenes
1138 set { m_sitTargetOrientation = value; } 1136 set { m_sitTargetOrientation = value; }
1139 } 1137 }
1140 1138
1141
1142 public Vector3 SitTargetPosition 1139 public Vector3 SitTargetPosition
1143 { 1140 {
1144 get { return m_sitTargetPosition; } 1141 get { return m_sitTargetPosition; }
@@ -1268,7 +1265,9 @@ namespace OpenSim.Region.Framework.Scenes
1268 /// <summary> 1265 /// <summary>
1269 /// Property flags. See OpenMetaverse.PrimFlags 1266 /// Property flags. See OpenMetaverse.PrimFlags
1270 /// </summary> 1267 /// </summary>
1268 /// <remarks>
1271 /// Example properties are PrimFlags.Phantom and PrimFlags.DieAtEdge 1269 /// Example properties are PrimFlags.Phantom and PrimFlags.DieAtEdge
1270 /// </remarks>
1272 public PrimFlags Flags 1271 public PrimFlags Flags
1273 { 1272 {
1274 get { return _flags; } 1273 get { return _flags; }
@@ -1298,7 +1297,7 @@ namespace OpenSim.Region.Framework.Scenes
1298 { 1297 {
1299 get 1298 get
1300 { 1299 {
1301 if (ParentGroup != null && ParentGroup.Scene != null) 1300 if (ParentGroup.Scene != null)
1302 return ParentGroup.Scene.RegionInfo.RegionID; 1301 return ParentGroup.Scene.RegionInfo.RegionID;
1303 else 1302 else
1304 return UUID.Zero; 1303 return UUID.Zero;
@@ -1313,14 +1312,13 @@ namespace OpenSim.Region.Framework.Scenes
1313 get 1312 get
1314 { 1313 {
1315 if (ParentGroup != null) 1314 if (ParentGroup != null)
1316 {
1317 _parentUUID = ParentGroup.UUID; 1315 _parentUUID = ParentGroup.UUID;
1318 } 1316
1319 return _parentUUID; 1317 return _parentUUID;
1320 } 1318 }
1319
1321 set { _parentUUID = value; } 1320 set { _parentUUID = value; }
1322 } 1321 }
1323
1324 1322
1325 public string SitAnimation 1323 public string SitAnimation
1326 { 1324 {
@@ -1555,10 +1553,7 @@ namespace OpenSim.Region.Framework.Scenes
1555 impulse = newimpulse; 1553 impulse = newimpulse;
1556 } 1554 }
1557 1555
1558 if (m_parentGroup != null) 1556 m_parentGroup.applyAngularImpulse(impulse);
1559 {
1560 m_parentGroup.applyAngularImpulse(impulse);
1561 }
1562 } 1557 }
1563 1558
1564 /// <summary> 1559 /// <summary>
@@ -1581,19 +1576,7 @@ namespace OpenSim.Region.Framework.Scenes
1581 impulse = newimpulse; 1576 impulse = newimpulse;
1582 } 1577 }
1583 1578
1584 if (m_parentGroup != null) 1579 m_parentGroup.setAngularImpulse(impulse);
1585 {
1586 m_parentGroup.setAngularImpulse(impulse);
1587 }
1588 }
1589
1590 public Vector3 GetTorque()
1591 {
1592 if (m_parentGroup != null)
1593 {
1594 m_parentGroup.GetTorque();
1595 }
1596 return Vector3.Zero;
1597 } 1580 }
1598 1581
1599 /// <summary> 1582 /// <summary>
@@ -1623,7 +1606,7 @@ namespace OpenSim.Region.Framework.Scenes
1623 1606
1624 // 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 1607 // 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
1625 // or flexible 1608 // or flexible
1626 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) 1609 if (!isPhantom && !m_parentGroup.IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
1627 { 1610 {
1628 try 1611 try
1629 { 1612 {
@@ -1635,7 +1618,6 @@ namespace OpenSim.Region.Framework.Scenes
1635 RotationOffset, 1618 RotationOffset,
1636 RigidBody, 1619 RigidBody,
1637 m_localId); 1620 m_localId);
1638 PhysActor.SetMaterial(Material);
1639 } 1621 }
1640 catch 1622 catch
1641 { 1623 {
@@ -1647,6 +1629,7 @@ namespace OpenSim.Region.Framework.Scenes
1647 { 1629 {
1648 PhysActor.SOPName = this.Name; // save object name and desc into the PhysActor so ODE internals know the joint/body info 1630 PhysActor.SOPName = this.Name; // save object name and desc into the PhysActor so ODE internals know the joint/body info
1649 PhysActor.SOPDescription = this.Description; 1631 PhysActor.SOPDescription = this.Description;
1632 PhysActor.SetMaterial(Material);
1650 DoPhysicsPropertyUpdate(RigidBody, true); 1633 DoPhysicsPropertyUpdate(RigidBody, true);
1651 PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0); 1634 PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
1652 } 1635 }
@@ -1658,19 +1641,6 @@ namespace OpenSim.Region.Framework.Scenes
1658 } 1641 }
1659 } 1642 }
1660 1643
1661 public void ClearUndoState()
1662 {
1663 lock (m_undo)
1664 {
1665 m_undo.Clear();
1666 }
1667 lock (m_redo)
1668 {
1669 m_redo.Clear();
1670 }
1671 StoreUndoState(UndoType.STATE_ALL);
1672 }
1673
1674 public byte ConvertScriptUintToByte(uint indata) 1644 public byte ConvertScriptUintToByte(uint indata)
1675 { 1645 {
1676 byte outdata = (byte)TextureAnimFlags.NONE; 1646 byte outdata = (byte)TextureAnimFlags.NONE;
@@ -1751,7 +1721,8 @@ namespace OpenSim.Region.Framework.Scenes
1751 { 1721 {
1752 if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != UUID.Zero) 1722 if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != UUID.Zero)
1753 { 1723 {
1754 m_parentGroup.Scene.AssetService.Get(dupe.m_shape.SculptTexture.ToString(), dupe, AssetReceived); 1724 ParentGroup.Scene.AssetService.Get(
1725 dupe.m_shape.SculptTexture.ToString(), dupe, dupe.AssetReceived);
1755 } 1726 }
1756 1727
1757 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); 1728 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
@@ -1765,14 +1736,20 @@ namespace OpenSim.Region.Framework.Scenes
1765 return dupe; 1736 return dupe;
1766 } 1737 }
1767 1738
1739 /// <summary>
1740 /// Called back by asynchronous asset fetch.
1741 /// </summary>
1742 /// <param name="id">ID of asset received</param>
1743 /// <param name="sender">Register</param>
1744 /// <param name="asset"></param>
1768 protected void AssetReceived(string id, Object sender, AssetBase asset) 1745 protected void AssetReceived(string id, Object sender, AssetBase asset)
1769 { 1746 {
1770 if (asset != null) 1747 if (asset != null)
1771 { 1748 SculptTextureCallback(asset);
1772 SceneObjectPart sop = (SceneObjectPart)sender; 1749 else
1773 if (sop != null) 1750 m_log.WarnFormat(
1774 sop.SculptTextureCallback(asset.FullID, asset); 1751 "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data",
1775 } 1752 Name, LocalId, id);
1776 } 1753 }
1777 1754
1778 public static SceneObjectPart Create() 1755 public static SceneObjectPart Create()
@@ -1789,97 +1766,111 @@ namespace OpenSim.Region.Framework.Scenes
1789 return part; 1766 return part;
1790 } 1767 }
1791 1768
1792 public void DoPhysicsPropertyUpdate(bool UsePhysics, bool isNew) 1769 /// <summary>
1770 /// Do a physics property update for a NINJA joint.
1771 /// </summary>
1772 /// <param name="UsePhysics"></param>
1773 /// <param name="isNew"></param>
1774 protected void DoPhysicsPropertyUpdateForNinjaJoint(bool UsePhysics, bool isNew)
1793 { 1775 {
1794 if (IsJoint()) 1776 if (UsePhysics)
1795 { 1777 {
1796 if (UsePhysics) 1778 // by turning a joint proxy object physical, we cause creation of a joint in the ODE scene.
1797 { 1779 // note that, as a special case, joints have no bodies or geoms in the physics scene, even though they are physical.
1798 // by turning a joint proxy object physical, we cause creation of a joint in the ODE scene.
1799 // note that, as a special case, joints have no bodies or geoms in the physics scene, even though they are physical.
1800 1780
1801 PhysicsJointType jointType; 1781 PhysicsJointType jointType;
1802 if (IsHingeJoint()) 1782 if (IsHingeJoint())
1803 { 1783 {
1804 jointType = PhysicsJointType.Hinge; 1784 jointType = PhysicsJointType.Hinge;
1805 } 1785 }
1806 else if (IsBallJoint()) 1786 else if (IsBallJoint())
1807 { 1787 {
1808 jointType = PhysicsJointType.Ball; 1788 jointType = PhysicsJointType.Ball;
1809 } 1789 }
1810 else 1790 else
1811 { 1791 {
1812 jointType = PhysicsJointType.Ball; 1792 jointType = PhysicsJointType.Ball;
1813 } 1793 }
1814 1794
1815 List<string> bodyNames = new List<string>(); 1795 List<string> bodyNames = new List<string>();
1816 string RawParams = Description; 1796 string RawParams = Description;
1817 string[] jointParams = RawParams.Split(" ".ToCharArray(), System.StringSplitOptions.RemoveEmptyEntries); 1797 string[] jointParams = RawParams.Split(" ".ToCharArray(), System.StringSplitOptions.RemoveEmptyEntries);
1818 string trackedBodyName = null; 1798 string trackedBodyName = null;
1819 if (jointParams.Length >= 2) 1799 if (jointParams.Length >= 2)
1800 {
1801 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1820 { 1802 {
1821 for (int iBodyName = 0; iBodyName < 2; iBodyName++) 1803 string bodyName = jointParams[iBodyName];
1804 bodyNames.Add(bodyName);
1805 if (bodyName != "NULL")
1822 { 1806 {
1823 string bodyName = jointParams[iBodyName]; 1807 if (trackedBodyName == null)
1824 bodyNames.Add(bodyName);
1825 if (bodyName != "NULL")
1826 { 1808 {
1827 if (trackedBodyName == null) 1809 trackedBodyName = bodyName;
1828 {
1829 trackedBodyName = bodyName;
1830 }
1831 } 1810 }
1832 } 1811 }
1833 } 1812 }
1813 }
1834 1814
1835 SceneObjectPart trackedBody = m_parentGroup.Scene.GetSceneObjectPart(trackedBodyName); // FIXME: causes a sequential lookup 1815 SceneObjectPart trackedBody = m_parentGroup.Scene.GetSceneObjectPart(trackedBodyName); // FIXME: causes a sequential lookup
1836 Quaternion localRotation = Quaternion.Identity; 1816 Quaternion localRotation = Quaternion.Identity;
1837 if (trackedBody != null) 1817 if (trackedBody != null)
1838 { 1818 {
1839 localRotation = Quaternion.Inverse(trackedBody.RotationOffset) * this.RotationOffset; 1819 localRotation = Quaternion.Inverse(trackedBody.RotationOffset) * this.RotationOffset;
1840 } 1820 }
1841 else 1821 else
1842 { 1822 {
1843 // error, output it below 1823 // error, output it below
1844 } 1824 }
1845
1846 PhysicsJoint joint;
1847 1825
1848 joint = m_parentGroup.Scene.PhysicsScene.RequestJointCreation(Name, jointType, 1826 PhysicsJoint joint;
1849 AbsolutePosition,
1850 this.RotationOffset,
1851 Description,
1852 bodyNames,
1853 trackedBodyName,
1854 localRotation);
1855 1827
1856 if (trackedBody == null) 1828 joint = m_parentGroup.Scene.PhysicsScene.RequestJointCreation(Name, jointType,
1857 { 1829 AbsolutePosition,
1858 ParentGroup.Scene.jointErrorMessage(joint, "warning: tracked body name not found! joint location will not be updated properly. joint: " + Name); 1830 this.RotationOffset,
1859 } 1831 Description,
1832 bodyNames,
1833 trackedBodyName,
1834 localRotation);
1860 1835
1836 if (trackedBody == null)
1837 {
1838 ParentGroup.Scene.jointErrorMessage(joint, "warning: tracked body name not found! joint location will not be updated properly. joint: " + Name);
1839 }
1840 }
1841 else
1842 {
1843 if (isNew)
1844 {
1845 // if the joint proxy is new, and it is not physical, do nothing. There is no joint in ODE to
1846 // delete, and if we try to delete it, due to asynchronous processing, the deletion request
1847 // will get processed later at an indeterminate time, which could cancel a later-arriving
1848 // joint creation request.
1861 } 1849 }
1862 else 1850 else
1863 { 1851 {
1864 if (isNew) 1852 // here we turn off the joint object, so remove the joint from the physics scene
1865 { 1853 m_parentGroup.Scene.PhysicsScene.RequestJointDeletion(Name); // FIXME: what if the name changed?
1866 // if the joint proxy is new, and it is not physical, do nothing. There is no joint in ODE to
1867 // delete, and if we try to delete it, due to asynchronous processing, the deletion request
1868 // will get processed later at an indeterminate time, which could cancel a later-arriving
1869 // joint creation request.
1870 }
1871 else
1872 {
1873 // here we turn off the joint object, so remove the joint from the physics scene
1874 m_parentGroup.Scene.PhysicsScene.RequestJointDeletion(Name); // FIXME: what if the name changed?
1875 1854
1876 // make sure client isn't interpolating the joint proxy object 1855 // make sure client isn't interpolating the joint proxy object
1877 Velocity = Vector3.Zero; 1856 Velocity = Vector3.Zero;
1878 AngularVelocity = Vector3.Zero; 1857 AngularVelocity = Vector3.Zero;
1879 Acceleration = Vector3.Zero; 1858 Acceleration = Vector3.Zero;
1880 }
1881 } 1859 }
1882 } 1860 }
1861 }
1862
1863 /// <summary>
1864 /// Do a physics propery update for this part.
1865 /// </summary>
1866 /// <param name="UsePhysics"></param>
1867 /// <param name="isNew"></param>
1868 public void DoPhysicsPropertyUpdate(bool UsePhysics, bool isNew)
1869 {
1870 if (IsJoint())
1871 {
1872 DoPhysicsPropertyUpdateForNinjaJoint(UsePhysics, isNew);
1873 }
1883 else 1874 else
1884 { 1875 {
1885 if (PhysActor != null) 1876 if (PhysActor != null)
@@ -1919,7 +1910,6 @@ namespace OpenSim.Region.Framework.Scenes
1919 1910
1920 PhysActor.IsPhysical = UsePhysics; 1911 PhysActor.IsPhysical = UsePhysics;
1921 1912
1922
1923 // If we're not what we're supposed to be in the physics scene, recreate ourselves. 1913 // If we're not what we're supposed to be in the physics scene, recreate ourselves.
1924 //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 1914 //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor);
1925 /// that's not wholesome. Had to make Scene public 1915 /// that's not wholesome. Had to make Scene public
@@ -1943,7 +1933,13 @@ namespace OpenSim.Region.Framework.Scenes
1943 } 1933 }
1944 } 1934 }
1945 } 1935 }
1946 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); 1936
1937 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the
1938 // mesh data.
1939 if (Shape.SculptEntry)
1940 CheckSculptAndLoad();
1941 else
1942 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
1947 } 1943 }
1948 } 1944 }
1949 } 1945 }
@@ -1955,22 +1951,11 @@ namespace OpenSim.Region.Framework.Scenes
1955 /// <returns></returns> 1951 /// <returns></returns>
1956 public static SceneObjectPart FromXml(XmlTextReader xmlReader) 1952 public static SceneObjectPart FromXml(XmlTextReader xmlReader)
1957 { 1953 {
1958 return FromXml(UUID.Zero, xmlReader);
1959 }
1960
1961 /// <summary>
1962 /// Restore this part from the serialized xml representation.
1963 /// </summary>
1964 /// <param name="fromUserInventoryItemId">The inventory id from which this part came, if applicable</param>
1965 /// <param name="xmlReader"></param>
1966 /// <returns></returns>
1967 public static SceneObjectPart FromXml(UUID fromUserInventoryItemId, XmlTextReader xmlReader)
1968 {
1969 SceneObjectPart part = SceneObjectSerializer.Xml2ToSOP(xmlReader); 1954 SceneObjectPart part = SceneObjectSerializer.Xml2ToSOP(xmlReader);
1970 part.m_fromUserInventoryItemID = fromUserInventoryItemId;
1971 1955
1972 // for tempOnRez objects, we have to fix the Expire date. 1956 // for tempOnRez objects, we have to fix the Expire date.
1973 if ((part.Flags & PrimFlags.TemporaryOnRez) != 0) part.ResetExpire(); 1957 if ((part.Flags & PrimFlags.TemporaryOnRez) != 0)
1958 part.ResetExpire();
1974 1959
1975 return part; 1960 return part;
1976 } 1961 }
@@ -1982,8 +1967,6 @@ namespace OpenSim.Region.Framework.Scenes
1982 1967
1983 public bool GetDieAtEdge() 1968 public bool GetDieAtEdge()
1984 { 1969 {
1985 if (m_parentGroup == null)
1986 return false;
1987 if (m_parentGroup.IsDeleted) 1970 if (m_parentGroup.IsDeleted)
1988 return false; 1971 return false;
1989 1972
@@ -1992,8 +1975,6 @@ namespace OpenSim.Region.Framework.Scenes
1992 1975
1993 public bool GetReturnAtEdge() 1976 public bool GetReturnAtEdge()
1994 { 1977 {
1995 if (m_parentGroup == null)
1996 return false;
1997 if (m_parentGroup.IsDeleted) 1978 if (m_parentGroup.IsDeleted)
1998 return false; 1979 return false;
1999 1980
@@ -2002,8 +1983,6 @@ namespace OpenSim.Region.Framework.Scenes
2002 1983
2003 public void SetReturnAtEdge(bool p) 1984 public void SetReturnAtEdge(bool p)
2004 { 1985 {
2005 if (m_parentGroup == null)
2006 return;
2007 if (m_parentGroup.IsDeleted) 1986 if (m_parentGroup.IsDeleted)
2008 return; 1987 return;
2009 1988
@@ -2012,8 +1991,6 @@ namespace OpenSim.Region.Framework.Scenes
2012 1991
2013 public bool GetBlockGrab() 1992 public bool GetBlockGrab()
2014 { 1993 {
2015 if (m_parentGroup == null)
2016 return false;
2017 if (m_parentGroup.IsDeleted) 1994 if (m_parentGroup.IsDeleted)
2018 return false; 1995 return false;
2019 1996
@@ -2022,8 +1999,6 @@ namespace OpenSim.Region.Framework.Scenes
2022 1999
2023 public void SetBlockGrab(bool p) 2000 public void SetBlockGrab(bool p)
2024 { 2001 {
2025 if (m_parentGroup == null)
2026 return;
2027 if (m_parentGroup.IsDeleted) 2002 if (m_parentGroup.IsDeleted)
2028 return; 2003 return;
2029 2004
@@ -2032,8 +2007,6 @@ namespace OpenSim.Region.Framework.Scenes
2032 2007
2033 public void SetStatusSandbox(bool p) 2008 public void SetStatusSandbox(bool p)
2034 { 2009 {
2035 if (m_parentGroup == null)
2036 return;
2037 if (m_parentGroup.IsDeleted) 2010 if (m_parentGroup.IsDeleted)
2038 return; 2011 return;
2039 StatusSandboxPos = m_parentGroup.RootPart.AbsolutePosition; 2012 StatusSandboxPos = m_parentGroup.RootPart.AbsolutePosition;
@@ -2042,8 +2015,6 @@ namespace OpenSim.Region.Framework.Scenes
2042 2015
2043 public bool GetStatusSandbox() 2016 public bool GetStatusSandbox()
2044 { 2017 {
2045 if (m_parentGroup == null)
2046 return false;
2047 if (m_parentGroup.IsDeleted) 2018 if (m_parentGroup.IsDeleted)
2048 return false; 2019 return false;
2049 2020
@@ -2085,25 +2056,17 @@ namespace OpenSim.Region.Framework.Scenes
2085 public Vector3 GetGeometricCenter() 2056 public Vector3 GetGeometricCenter()
2086 { 2057 {
2087 if (PhysActor != null) 2058 if (PhysActor != null)
2088 {
2089 return new Vector3(PhysActor.CenterOfMass.X, PhysActor.CenterOfMass.Y, PhysActor.CenterOfMass.Z); 2059 return new Vector3(PhysActor.CenterOfMass.X, PhysActor.CenterOfMass.Y, PhysActor.CenterOfMass.Z);
2090 }
2091 else 2060 else
2092 {
2093 return new Vector3(0, 0, 0); 2061 return new Vector3(0, 0, 0);
2094 }
2095 } 2062 }
2096 2063
2097 public float GetMass() 2064 public float GetMass()
2098 { 2065 {
2099 if (PhysActor != null) 2066 if (PhysActor != null)
2100 {
2101 return PhysActor.Mass; 2067 return PhysActor.Mass;
2102 }
2103 else 2068 else
2104 {
2105 return 0; 2069 return 0;
2106 }
2107 } 2070 }
2108 2071
2109 public Vector3 GetForce() 2072 public Vector3 GetForce()
@@ -2119,19 +2082,12 @@ namespace OpenSim.Region.Framework.Scenes
2119 client.SendObjectPropertiesReply(this); 2082 client.SendObjectPropertiesReply(this);
2120 } 2083 }
2121 2084
2122 public UUID GetRootPartUUID()
2123 {
2124 if (m_parentGroup != null)
2125 {
2126 return m_parentGroup.UUID;
2127 }
2128 return UUID.Zero;
2129 }
2130
2131 /// <summary> 2085 /// <summary>
2132 /// Method for a prim to get it's world position from the group. 2086 /// Method for a prim to get it's world position from the group.
2133 /// Remember, the Group Position simply gives the position of the group itself
2134 /// </summary> 2087 /// </summary>
2088 /// <remarks>
2089 /// Remember, the Group Position simply gives the position of the group itself
2090 /// </remarks>
2135 /// <returns>A Linked Child Prim objects position in world</returns> 2091 /// <returns>A Linked Child Prim objects position in world</returns>
2136 public Vector3 GetWorldPosition() 2092 public Vector3 GetWorldPosition()
2137 { 2093 {
@@ -2249,8 +2205,6 @@ namespace OpenSim.Region.Framework.Scenes
2249 m_lastColliders.Remove(localID); 2205 m_lastColliders.Remove(localID);
2250 } 2206 }
2251 2207
2252 if (m_parentGroup == null)
2253 return;
2254 if (m_parentGroup.IsDeleted) 2208 if (m_parentGroup.IsDeleted)
2255 return; 2209 return;
2256 2210
@@ -2271,9 +2225,6 @@ namespace OpenSim.Region.Framework.Scenes
2271 { 2225 {
2272 if (localId == 0) 2226 if (localId == 0)
2273 continue; 2227 continue;
2274 // always running this check because if the user deletes the object it would return a null reference.
2275 if (m_parentGroup == null)
2276 return;
2277 2228
2278 if (m_parentGroup.Scene == null) 2229 if (m_parentGroup.Scene == null)
2279 return; 2230 return;
@@ -2282,7 +2233,8 @@ namespace OpenSim.Region.Framework.Scenes
2282 string data = ""; 2233 string data = "";
2283 if (obj != null) 2234 if (obj != null)
2284 { 2235 {
2285 if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.UUID.ToString()) || m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.Name)) 2236 if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.UUID.ToString())
2237 || m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.Name))
2286 { 2238 {
2287 bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1,out data); 2239 bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1,out data);
2288 //If it is 1, it is to accept ONLY collisions from this object 2240 //If it is 1, it is to accept ONLY collisions from this object
@@ -2329,7 +2281,8 @@ namespace OpenSim.Region.Framework.Scenes
2329 { 2281 {
2330 if (av.LocalId == localId) 2282 if (av.LocalId == localId)
2331 { 2283 {
2332 if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.UUID.ToString()) || m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.Name)) 2284 if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.UUID.ToString())
2285 || m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.Name))
2333 { 2286 {
2334 bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data); 2287 bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
2335 //If it is 1, it is to accept ONLY collisions from this avatar 2288 //If it is 1, it is to accept ONLY collisions from this avatar
@@ -2377,12 +2330,10 @@ namespace OpenSim.Region.Framework.Scenes
2377 if (colliding.Count > 0) 2330 if (colliding.Count > 0)
2378 { 2331 {
2379 StartCollidingMessage.Colliders = colliding; 2332 StartCollidingMessage.Colliders = colliding;
2380 // always running this check because if the user deletes the object it would return a null reference.
2381 if (m_parentGroup == null)
2382 return;
2383 2333
2384 if (m_parentGroup.Scene == null) 2334 if (m_parentGroup.Scene == null)
2385 return; 2335 return;
2336
2386 if (m_parentGroup.PassCollision == true) 2337 if (m_parentGroup.PassCollision == true)
2387 { 2338 {
2388 //TODO: Add pass to root prim! 2339 //TODO: Add pass to root prim!
@@ -2403,9 +2354,6 @@ namespace OpenSim.Region.Framework.Scenes
2403 // always running this check because if the user deletes the object it would return a null reference. 2354 // always running this check because if the user deletes the object it would return a null reference.
2404 if (localId == 0) 2355 if (localId == 0)
2405 continue; 2356 continue;
2406
2407 if (m_parentGroup == null)
2408 return;
2409 2357
2410 if (m_parentGroup.Scene == null) 2358 if (m_parentGroup.Scene == null)
2411 return; 2359 return;
@@ -2414,7 +2362,8 @@ namespace OpenSim.Region.Framework.Scenes
2414 string data = ""; 2362 string data = "";
2415 if (obj != null) 2363 if (obj != null)
2416 { 2364 {
2417 if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.UUID.ToString()) || m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.Name)) 2365 if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.UUID.ToString())
2366 || m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.Name))
2418 { 2367 {
2419 bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1,out data); 2368 bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1,out data);
2420 //If it is 1, it is to accept ONLY collisions from this object 2369 //If it is 1, it is to accept ONLY collisions from this object
@@ -2461,7 +2410,8 @@ namespace OpenSim.Region.Framework.Scenes
2461 { 2410 {
2462 if (av.LocalId == localId) 2411 if (av.LocalId == localId)
2463 { 2412 {
2464 if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.UUID.ToString()) || m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.Name)) 2413 if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.UUID.ToString())
2414 || m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.Name))
2465 { 2415 {
2466 bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data); 2416 bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
2467 //If it is 1, it is to accept ONLY collisions from this avatar 2417 //If it is 1, it is to accept ONLY collisions from this avatar
@@ -2509,9 +2459,6 @@ namespace OpenSim.Region.Framework.Scenes
2509 if (colliding.Count > 0) 2459 if (colliding.Count > 0)
2510 { 2460 {
2511 CollidingMessage.Colliders = colliding; 2461 CollidingMessage.Colliders = colliding;
2512 // always running this check because if the user deletes the object it would return a null reference.
2513 if (m_parentGroup == null)
2514 return;
2515 2462
2516 if (m_parentGroup.Scene == null) 2463 if (m_parentGroup.Scene == null)
2517 return; 2464 return;
@@ -2532,11 +2479,9 @@ namespace OpenSim.Region.Framework.Scenes
2532 if (localId == 0) 2479 if (localId == 0)
2533 continue; 2480 continue;
2534 2481
2535 // always running this check because if the user deletes the object it would return a null reference.
2536 if (m_parentGroup == null)
2537 return;
2538 if (m_parentGroup.Scene == null) 2482 if (m_parentGroup.Scene == null)
2539 return; 2483 return;
2484
2540 SceneObjectPart obj = m_parentGroup.Scene.GetSceneObjectPart(localId); 2485 SceneObjectPart obj = m_parentGroup.Scene.GetSceneObjectPart(localId);
2541 string data = ""; 2486 string data = "";
2542 if (obj != null) 2487 if (obj != null)
@@ -2588,7 +2533,8 @@ namespace OpenSim.Region.Framework.Scenes
2588 { 2533 {
2589 if (av.LocalId == localId) 2534 if (av.LocalId == localId)
2590 { 2535 {
2591 if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.UUID.ToString()) || m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.Name)) 2536 if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.UUID.ToString())
2537 || m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.Name))
2592 { 2538 {
2593 bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data); 2539 bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
2594 //If it is 1, it is to accept ONLY collisions from this avatar 2540 //If it is 1, it is to accept ONLY collisions from this avatar
@@ -2637,9 +2583,6 @@ namespace OpenSim.Region.Framework.Scenes
2637 if (colliding.Count > 0) 2583 if (colliding.Count > 0)
2638 { 2584 {
2639 EndCollidingMessage.Colliders = colliding; 2585 EndCollidingMessage.Colliders = colliding;
2640 // always running this check because if the user deletes the object it would return a null reference.
2641 if (m_parentGroup == null)
2642 return;
2643 2586
2644 if (m_parentGroup.Scene == null) 2587 if (m_parentGroup.Scene == null)
2645 return; 2588 return;
@@ -2648,6 +2591,7 @@ namespace OpenSim.Region.Framework.Scenes
2648 } 2591 }
2649 } 2592 }
2650 } 2593 }
2594
2651 if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.land_collision_start) != 0) 2595 if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.land_collision_start) != 0)
2652 { 2596 {
2653 if (startedColliders.Count > 0) 2597 if (startedColliders.Count > 0)
@@ -2675,9 +2619,6 @@ namespace OpenSim.Region.Framework.Scenes
2675 if (colliding.Count > 0) 2619 if (colliding.Count > 0)
2676 { 2620 {
2677 LandStartCollidingMessage.Colliders = colliding; 2621 LandStartCollidingMessage.Colliders = colliding;
2678 // always running this check because if the user deletes the object it would return a null reference.
2679 if (m_parentGroup == null)
2680 return;
2681 2622
2682 if (m_parentGroup.Scene == null) 2623 if (m_parentGroup.Scene == null)
2683 return; 2624 return;
@@ -2686,6 +2627,7 @@ namespace OpenSim.Region.Framework.Scenes
2686 } 2627 }
2687 } 2628 }
2688 } 2629 }
2630
2689 if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.land_collision) != 0) 2631 if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.land_collision) != 0)
2690 { 2632 {
2691 if (m_lastColliders.Count > 0) 2633 if (m_lastColliders.Count > 0)
@@ -2713,9 +2655,6 @@ namespace OpenSim.Region.Framework.Scenes
2713 if (colliding.Count > 0) 2655 if (colliding.Count > 0)
2714 { 2656 {
2715 LandCollidingMessage.Colliders = colliding; 2657 LandCollidingMessage.Colliders = colliding;
2716 // always running this check because if the user deletes the object it would return a null reference.
2717 if (m_parentGroup == null)
2718 return;
2719 2658
2720 if (m_parentGroup.Scene == null) 2659 if (m_parentGroup.Scene == null)
2721 return; 2660 return;
@@ -2724,6 +2663,7 @@ namespace OpenSim.Region.Framework.Scenes
2724 } 2663 }
2725 } 2664 }
2726 } 2665 }
2666
2727 if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.land_collision_end) != 0) 2667 if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.land_collision_end) != 0)
2728 { 2668 {
2729 if (endedColliders.Count > 0) 2669 if (endedColliders.Count > 0)
@@ -2751,9 +2691,6 @@ namespace OpenSim.Region.Framework.Scenes
2751 if (colliding.Count > 0) 2691 if (colliding.Count > 0)
2752 { 2692 {
2753 LandEndCollidingMessage.Colliders = colliding; 2693 LandEndCollidingMessage.Colliders = colliding;
2754 // always running this check because if the user deletes the object it would return a null reference.
2755 if (m_parentGroup == null)
2756 return;
2757 2694
2758 if (m_parentGroup.Scene == null) 2695 if (m_parentGroup.Scene == null)
2759 return; 2696 return;
@@ -2777,10 +2714,12 @@ namespace OpenSim.Region.Framework.Scenes
2777 { 2714 {
2778 if (PhysActor != null) 2715 if (PhysActor != null)
2779 { 2716 {
2780
2781 Vector3 newpos = new Vector3(PhysActor.Position.GetBytes(), 0); 2717 Vector3 newpos = new Vector3(PhysActor.Position.GetBytes(), 0);
2782 2718
2783 if (m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.N) | m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.S) | m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.E) | m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) 2719 if (m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
2720 | m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
2721 | m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
2722 | m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2784 { 2723 {
2785 m_parentGroup.AbsolutePosition = newpos; 2724 m_parentGroup.AbsolutePosition = newpos;
2786 return; 2725 return;
@@ -2869,13 +2808,29 @@ namespace OpenSim.Region.Framework.Scenes
2869 } 2808 }
2870 2809
2871 /// <summary> 2810 /// <summary>
2872 /// Resize this part. 2811 /// Set the scale of this part.
2873 /// </summary> 2812 /// </summary>
2813 /// <remarks>
2814 /// Unlike the scale property, this checks the new size against scene limits and schedules a full property
2815 /// update to viewers.
2816 /// </remarks>
2874 /// <param name="scale"></param> 2817 /// <param name="scale"></param>
2875 public void Resize(Vector3 scale) 2818 public void Resize(Vector3 scale)
2876 { 2819 {
2877 StoreUndoState(UndoType.STATE_PRIM_SCALE); 2820 scale.X = Math.Min(scale.X, ParentGroup.Scene.m_maxNonphys);
2878 m_shape.Scale = scale; 2821 scale.Y = Math.Min(scale.Y, ParentGroup.Scene.m_maxNonphys);
2822 scale.Z = Math.Min(scale.Z, ParentGroup.Scene.m_maxNonphys);
2823
2824 if (PhysActor != null && PhysActor.IsPhysical)
2825 {
2826 scale.X = Math.Min(scale.X, ParentGroup.Scene.m_maxPhys);
2827 scale.Y = Math.Min(scale.Y, ParentGroup.Scene.m_maxPhys);
2828 scale.Z = Math.Min(scale.Z, ParentGroup.Scene.m_maxPhys);
2829 }
2830
2831// m_log.DebugFormat("[SCENE OBJECT PART]: Resizing {0} {1} to {2}", Name, LocalId, scale);
2832
2833 Scale = scale;
2879 2834
2880 ParentGroup.HasGroupChanged = true; 2835 ParentGroup.HasGroupChanged = true;
2881 ScheduleFullUpdate(); 2836 ScheduleFullUpdate();
@@ -2886,20 +2841,48 @@ namespace OpenSim.Region.Framework.Scenes
2886 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup. 2841 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2887 } 2842 }
2888 2843
2844 public void rotLookAt(Quaternion target, float strength, float damping)
2845 {
2846 if (m_parentGroup.IsAttachment)
2847 {
2848 /*
2849 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2850 if (avatar != null)
2851 {
2852 Rotate the Av?
2853 } */
2854 }
2855 else
2856 {
2857 APIDDamp = damping;
2858 APIDStrength = strength;
2859 APIDTarget = target;
2860 }
2861 }
2862
2863 public void startLookAt(Quaternion rot, float damp, float strength)
2864 {
2865 APIDDamp = damp;
2866 APIDStrength = strength;
2867 APIDTarget = rot;
2868 }
2869
2870 public void stopLookAt()
2871 {
2872 APIDTarget = Quaternion.Identity;
2873 }
2874
2889 /// <summary> 2875 /// <summary>
2890 /// Schedules this prim for a full update 2876 /// Schedules this prim for a full update
2891 /// </summary> 2877 /// </summary>
2892 public void ScheduleFullUpdate() 2878 public void ScheduleFullUpdate()
2893 { 2879 {
2894// m_log.DebugFormat("[SCENE OBJECT PART]: Scheduling full update for {0} {1}", Name, LocalId); 2880// m_log.DebugFormat("[SCENE OBJECT PART]: Scheduling full update for {0} {1}", Name, LocalId);
2895 2881
2896 if (m_parentGroup != null) 2882 if (m_parentGroup == null)
2897 { 2883 return;
2898 if (!m_parentGroup.areUpdatesSuspended) 2884
2899 { 2885 m_parentGroup.QueueForUpdateCheck();
2900 m_parentGroup.QueueForUpdateCheck();
2901 }
2902 }
2903 2886
2904 int timeNow = Util.UnixTimeSinceEpoch(); 2887 int timeNow = Util.UnixTimeSinceEpoch();
2905 2888
@@ -2928,13 +2911,14 @@ namespace OpenSim.Region.Framework.Scenes
2928 /// </summary> 2911 /// </summary>
2929 public void ScheduleTerseUpdate() 2912 public void ScheduleTerseUpdate()
2930 { 2913 {
2914 if (m_parentGroup == null)
2915 return;
2916
2931 if (m_updateFlag < 1) 2917 if (m_updateFlag < 1)
2932 { 2918 {
2933 if (m_parentGroup != null) 2919 m_parentGroup.HasGroupChanged = true;
2934 { 2920 m_parentGroup.QueueForUpdateCheck();
2935 m_parentGroup.HasGroupChanged = true; 2921
2936 m_parentGroup.QueueForUpdateCheck();
2937 }
2938 TimeStampTerse = (uint) Util.UnixTimeSinceEpoch(); 2922 TimeStampTerse = (uint) Util.UnixTimeSinceEpoch();
2939 m_updateFlag = 1; 2923 m_updateFlag = 1;
2940 2924
@@ -2944,40 +2928,16 @@ namespace OpenSim.Region.Framework.Scenes
2944 } 2928 }
2945 } 2929 }
2946 2930
2947 public void ScriptSetPhantomStatus(bool Phantom)
2948 {
2949 if (m_parentGroup != null)
2950 {
2951 m_parentGroup.ScriptSetPhantomStatus(Phantom);
2952 }
2953 }
2954
2955 public void ScriptSetTemporaryStatus(bool Temporary)
2956 {
2957 if (m_parentGroup != null)
2958 {
2959 m_parentGroup.ScriptSetTemporaryStatus(Temporary);
2960 }
2961 }
2962
2963 public void ScriptSetPhysicsStatus(bool UsePhysics) 2931 public void ScriptSetPhysicsStatus(bool UsePhysics)
2964 { 2932 {
2965 if (m_parentGroup == null) 2933 m_parentGroup.ScriptSetPhysicsStatus(UsePhysics);
2966 DoPhysicsPropertyUpdate(UsePhysics, false);
2967 else
2968 m_parentGroup.ScriptSetPhysicsStatus(UsePhysics);
2969 } 2934 }
2970 2935
2971 public void ScriptSetVolumeDetect(bool SetVD) 2936 /// <summary>
2972 { 2937 /// Set sculpt and mesh data, and tell the physics engine to process the change.
2973 2938 /// </summary>
2974 if (m_parentGroup != null) 2939 /// <param name="texture">The mesh itself.</param>
2975 { 2940 public void SculptTextureCallback(AssetBase texture)
2976 m_parentGroup.ScriptSetVolumeDetect(SetVD);
2977 }
2978 }
2979
2980 public void SculptTextureCallback(UUID textureID, AssetBase texture)
2981 { 2941 {
2982 if (m_shape.SculptEntry) 2942 if (m_shape.SculptEntry)
2983 { 2943 {
@@ -2985,14 +2945,17 @@ namespace OpenSim.Region.Framework.Scenes
2985 //if (texture != null) 2945 //if (texture != null)
2986 { 2946 {
2987 if (texture != null) 2947 if (texture != null)
2948 {
2949// m_log.DebugFormat(
2950// "[SCENE OBJECT PART]: Setting sculpt data for {0} on SculptTextureCallback()", Name);
2951
2988 m_shape.SculptData = texture.Data; 2952 m_shape.SculptData = texture.Data;
2953 }
2989 2954
2990 if (PhysActor != null) 2955 if (PhysActor != null)
2991 { 2956 {
2992 // Tricks physics engine into thinking we've changed the part shape. 2957 // Update the physics actor with the new loaded sculpt data and set the taint signal.
2993 PrimitiveBaseShape m_newshape = m_shape.Copy(); 2958 PhysActor.Shape = m_shape;
2994 PhysActor.Shape = m_newshape;
2995 m_shape = m_newshape;
2996 2959
2997 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); 2960 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
2998 } 2961 }
@@ -3000,16 +2963,6 @@ namespace OpenSim.Region.Framework.Scenes
3000 } 2963 }
3001 } 2964 }
3002 2965
3003// /// <summary>
3004// ///
3005// /// </summary>
3006// /// <param name="remoteClient"></param>
3007// public void SendFullUpdate(IClientAPI remoteClient, uint clientFlags)
3008// {
3009// m_parentGroup.SendPartFullUpdate(remoteClient, this, clientFlags);
3010// }
3011
3012
3013 /// <summary> 2966 /// <summary>
3014 /// Send a full update to the client for the given part 2967 /// Send a full update to the client for the given part
3015 /// </summary> 2968 /// </summary>
@@ -3017,12 +2970,15 @@ namespace OpenSim.Region.Framework.Scenes
3017 /// <param name="clientFlags"></param> 2970 /// <param name="clientFlags"></param>
3018 protected internal void SendFullUpdate(IClientAPI remoteClient, uint clientFlags) 2971 protected internal void SendFullUpdate(IClientAPI remoteClient, uint clientFlags)
3019 { 2972 {
2973 if (m_parentGroup == null)
2974 return;
2975
3020// m_log.DebugFormat( 2976// m_log.DebugFormat(
3021// "[SOG]: Sendinging part full update to {0} for {1} {2}", remoteClient.Name, part.Name, part.LocalId); 2977// "[SOG]: Sendinging part full update to {0} for {1} {2}", remoteClient.Name, part.Name, part.LocalId);
3022 2978
3023 if (IsRoot) 2979 if (IsRoot)
3024 { 2980 {
3025 if (IsAttachment) 2981 if (m_parentGroup.IsAttachment)
3026 { 2982 {
3027 SendFullUpdateToClient(remoteClient, AttachedPos, clientFlags); 2983 SendFullUpdateToClient(remoteClient, AttachedPos, clientFlags);
3028 } 2984 }
@@ -3042,6 +2998,9 @@ namespace OpenSim.Region.Framework.Scenes
3042 /// </summary> 2998 /// </summary>
3043 public void SendFullUpdateToAllClients() 2999 public void SendFullUpdateToAllClients()
3044 { 3000 {
3001 if (m_parentGroup == null)
3002 return;
3003
3045 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 3004 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
3046 { 3005 {
3047 SendFullUpdate(avatar.ControllingClient, avatar.GenerateClientFlags(UUID)); 3006 SendFullUpdate(avatar.ControllingClient, avatar.GenerateClientFlags(UUID));
@@ -3054,6 +3013,9 @@ namespace OpenSim.Region.Framework.Scenes
3054 /// <param name="agentID"></param> 3013 /// <param name="agentID"></param>
3055 public void SendFullUpdateToAllClientsExcept(UUID agentID) 3014 public void SendFullUpdateToAllClientsExcept(UUID agentID)
3056 { 3015 {
3016 if (m_parentGroup == null)
3017 return;
3018
3057 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 3019 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
3058 { 3020 {
3059 // Ugly reference :( 3021 // Ugly reference :(
@@ -3082,9 +3044,12 @@ namespace OpenSim.Region.Framework.Scenes
3082 /// <param name="clientFlags"></param> 3044 /// <param name="clientFlags"></param>
3083 public void SendFullUpdateToClient(IClientAPI remoteClient, Vector3 lPos, uint clientFlags) 3045 public void SendFullUpdateToClient(IClientAPI remoteClient, Vector3 lPos, uint clientFlags)
3084 { 3046 {
3047 if (ParentGroup == null)
3048 return;
3049
3085 // Suppress full updates during attachment editing 3050 // Suppress full updates during attachment editing
3086 // 3051 //
3087 if (ParentGroup.IsSelected && IsAttachment) 3052 if (ParentGroup.IsSelected && ParentGroup.IsAttachment)
3088 return; 3053 return;
3089 3054
3090 if (ParentGroup.IsDeleted) 3055 if (ParentGroup.IsDeleted)
@@ -3177,7 +3142,7 @@ namespace OpenSim.Region.Framework.Scenes
3177 3142
3178 UUID ownerID = _ownerID; 3143 UUID ownerID = _ownerID;
3179 UUID objectID = ParentGroup.RootPart.UUID; 3144 UUID objectID = ParentGroup.RootPart.UUID;
3180 UUID parentID = GetRootPartUUID(); 3145 UUID parentID = ParentGroup.UUID;
3181 3146
3182 UUID soundID = UUID.Zero; 3147 UUID soundID = UUID.Zero;
3183 Vector3 position = AbsolutePosition; // region local 3148 Vector3 position = AbsolutePosition; // region local
@@ -3215,7 +3180,7 @@ namespace OpenSim.Region.Framework.Scenes
3215 ParentGroup.PlaySoundMasterPrim = this; 3180 ParentGroup.PlaySoundMasterPrim = this;
3216 ownerID = _ownerID; 3181 ownerID = _ownerID;
3217 objectID = ParentGroup.RootPart.UUID; 3182 objectID = ParentGroup.RootPart.UUID;
3218 parentID = GetRootPartUUID(); 3183 parentID = ParentGroup.UUID;
3219 position = AbsolutePosition; // region local 3184 position = AbsolutePosition; // region local
3220 regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle; 3185 regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle;
3221 if (triggered) 3186 if (triggered)
@@ -3226,7 +3191,7 @@ namespace OpenSim.Region.Framework.Scenes
3226 { 3191 {
3227 ownerID = prim._ownerID; 3192 ownerID = prim._ownerID;
3228 objectID = prim.ParentGroup.RootPart.UUID; 3193 objectID = prim.ParentGroup.RootPart.UUID;
3229 parentID = prim.GetRootPartUUID(); 3194 parentID = prim.ParentGroup.UUID;
3230 position = prim.AbsolutePosition; // region local 3195 position = prim.AbsolutePosition; // region local
3231 regionHandle = prim.ParentGroup.Scene.RegionInfo.RegionHandle; 3196 regionHandle = prim.ParentGroup.Scene.RegionInfo.RegionHandle;
3232 if (triggered) 3197 if (triggered)
@@ -3263,45 +3228,23 @@ namespace OpenSim.Region.Framework.Scenes
3263 }); 3228 });
3264 } 3229 }
3265 3230
3266 public void SetAttachmentPoint(uint AttachmentPoint)
3267 {
3268 this.AttachmentPoint = AttachmentPoint;
3269
3270 if (AttachmentPoint != 0)
3271 {
3272 IsAttachment = true;
3273 }
3274 else
3275 {
3276 IsAttachment = false;
3277 }
3278
3279 // save the attachment point.
3280 //if (AttachmentPoint != 0)
3281 //{
3282 m_shape.State = (byte)AttachmentPoint;
3283 //}
3284 }
3285
3286 public void SetAxisRotation(int axis, int rotate) 3231 public void SetAxisRotation(int axis, int rotate)
3287 { 3232 {
3288 if (m_parentGroup != null) 3233 m_parentGroup.SetAxisRotation(axis, rotate);
3289 { 3234
3290 m_parentGroup.SetAxisRotation(axis, rotate);
3291 }
3292 //Cannot use ScriptBaseClass constants as no referance to it currently. 3235 //Cannot use ScriptBaseClass constants as no referance to it currently.
3293 if (axis == 2)//STATUS_ROTATE_X 3236 if (axis == 2)//STATUS_ROTATE_X
3294 STATUS_ROTATE_X = rotate; 3237 STATUS_ROTATE_X = rotate;
3238
3295 if (axis == 4)//STATUS_ROTATE_Y 3239 if (axis == 4)//STATUS_ROTATE_Y
3296 STATUS_ROTATE_Y = rotate; 3240 STATUS_ROTATE_Y = rotate;
3241
3297 if (axis == 8)//STATUS_ROTATE_Z 3242 if (axis == 8)//STATUS_ROTATE_Z
3298 STATUS_ROTATE_Z = rotate; 3243 STATUS_ROTATE_Z = rotate;
3299 } 3244 }
3300 3245
3301 public void SetDieAtEdge(bool p) 3246 public void SetDieAtEdge(bool p)
3302 { 3247 {
3303 if (m_parentGroup == null)
3304 return;
3305 if (m_parentGroup.IsDeleted) 3248 if (m_parentGroup.IsDeleted)
3306 return; 3249 return;
3307 3250
@@ -3554,7 +3497,7 @@ namespace OpenSim.Region.Framework.Scenes
3554 } 3497 }
3555 3498
3556 /// <summary> 3499 /// <summary>
3557 /// 3500 /// Set the parent group of this prim.
3558 /// </summary> 3501 /// </summary>
3559 public void SetParent(SceneObjectGroup parent) 3502 public void SetParent(SceneObjectGroup parent)
3560 { 3503 {
@@ -3611,8 +3554,11 @@ namespace OpenSim.Region.Framework.Scenes
3611 { 3554 {
3612 Text = text; 3555 Text = text;
3613 3556
3614 ParentGroup.HasGroupChanged = true; 3557 if (ParentGroup != null)
3615 ScheduleFullUpdate(); 3558 {
3559 ParentGroup.HasGroupChanged = true;
3560 ScheduleFullUpdate();
3561 }
3616 } 3562 }
3617 3563
3618 public void StopLookAt() 3564 public void StopLookAt()
@@ -3646,24 +3592,44 @@ namespace OpenSim.Region.Framework.Scenes
3646 } 3592 }
3647 public void StoreUndoState(UndoType type) 3593 public void StoreUndoState(UndoType type)
3648 { 3594 {
3649 if (!Undoing && (m_parentGroup == null || m_parentGroup.RootPart == null || !m_parentGroup.RootPart.Undoing)) 3595 StoreUndoState(false);
3596 }
3597
3598 public void StoreUndoState(bool forGroup)
3599 {
3600 if (!Undoing)
3650 { 3601 {
3651 if (!IgnoreUndoUpdate) 3602 if (!IgnoreUndoUpdate)
3652 { 3603 {
3653 if (m_parentGroup != null) 3604 if (ParentGroup != null)
3654 { 3605 {
3655 lock (m_undo) 3606 lock (m_undo)
3656 { 3607 {
3657 if (m_undo.Count > 0) 3608 if (m_undo.Count > 0)
3658 { 3609 {
3659 UndoState last = m_undo.Peek(); 3610 UndoState last = m_undo.Peek();
3660 3611 if (last != null)
3612 {
3613 // TODO: May need to fix for group comparison
3614 if (last.Compare(this))
3615 {
3616 // m_log.DebugFormat(
3617 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3618 // Name, LocalId, m_undo.Count);
3619
3620 return;
3621 }
3622 }
3661 } 3623 }
3662 3624
3625 // m_log.DebugFormat(
3626 // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3627 // Name, LocalId, forGroup, m_undo.Count);
3628
3663 if (m_parentGroup.GetSceneMaxUndo() > 0) 3629 if (m_parentGroup.GetSceneMaxUndo() > 0)
3664 { 3630 {
3665 UndoState lastUndo = m_undo.Peek(); 3631 UndoState nUndo = new UndoState(this, forGroup);
3666 3632
3667 UndoState nUndo = new UndoState(this, type); 3633 UndoState nUndo = new UndoState(this, type);
3668 3634
3669 if (lastUndo != null) 3635 if (lastUndo != null)
@@ -3677,11 +3643,114 @@ namespace OpenSim.Region.Framework.Scenes
3677 } 3643 }
3678 } 3644 }
3679 m_undo.Push(nUndo); 3645 m_undo.Push(nUndo);
3646
3647 if (m_redo.Count > 0)
3648 m_redo.Clear();
3649
3650 // m_log.DebugFormat(
3651 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3652 // Name, LocalId, forGroup, m_undo.Count);
3680 } 3653 }
3654 }
3655 }
3656 }
3657// else
3658// {
3659// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3660// }
3661 }
3662// else
3663// {
3664// m_log.DebugFormat(
3665// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3666// }
3667 }
3668
3669 /// <summary>
3670 /// Return number of undos on the stack. Here temporarily pending a refactor.
3671 /// </summary>
3672 public int UndoCount
3673 {
3674 get
3675 {
3676 lock (m_undo)
3677 return m_undo.Count;
3678 }
3679 }
3680
3681 public void Undo()
3682 {
3683 lock (m_undo)
3684 {
3685// m_log.DebugFormat(
3686// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
3687// Name, LocalId, m_undo.Count);
3688
3689 if (m_undo.Count > 0)
3690 {
3691 UndoState goback = m_undo.Pop();
3681 3692
3693 if (goback != null)
3694 {
3695 UndoState nUndo = null;
3696
3697 if (m_parentGroup.GetSceneMaxUndo() > 0)
3698 {
3699 nUndo = new UndoState(this, goback.ForGroup);
3682 } 3700 }
3701
3702 goback.PlaybackState(this);
3703
3704 if (nUndo != null)
3705 m_redo.Push(nUndo);
3683 } 3706 }
3684 } 3707 }
3708
3709// m_log.DebugFormat(
3710// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}",
3711// Name, LocalId, m_undo.Count);
3712 }
3713 }
3714
3715 public void Redo()
3716 {
3717 lock (m_undo)
3718 {
3719// m_log.DebugFormat(
3720// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
3721// Name, LocalId, m_redo.Count);
3722
3723 if (m_redo.Count > 0)
3724 {
3725 UndoState gofwd = m_redo.Pop();
3726
3727 if (gofwd != null)
3728 {
3729 if (m_parentGroup.GetSceneMaxUndo() > 0)
3730 {
3731 UndoState nUndo = new UndoState(this, gofwd.ForGroup);
3732
3733 m_undo.Push(nUndo);
3734 }
3735
3736 gofwd.PlayfwdState(this);
3737 }
3738
3739// m_log.DebugFormat(
3740// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}",
3741// Name, LocalId, m_redo.Count);
3742 }
3743 }
3744 }
3745
3746 public void ClearUndoState()
3747 {
3748// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId);
3749
3750 lock (m_undo)
3751 {
3752 m_undo.Clear();
3753 m_redo.Clear();
3685 } 3754 }
3686 } 3755 }
3687 3756
@@ -4145,46 +4214,6 @@ namespace OpenSim.Region.Framework.Scenes
4145 _nextOwnerMask &= (uint)PermissionMask.All; 4214 _nextOwnerMask &= (uint)PermissionMask.All;
4146 } 4215 }
4147 4216
4148 public void Undo()
4149 {
4150 lock (m_undo)
4151 {
4152 if (m_undo.Count > 0)
4153 {
4154 UndoState nUndo = null;
4155 UndoState goback = m_undo.Pop();
4156 if (m_parentGroup.GetSceneMaxUndo() > 0)
4157 {
4158 nUndo = new UndoState(this, goback.Type);
4159 }
4160
4161
4162 if (goback != null)
4163 {
4164 goback.PlaybackState(this);
4165 if (nUndo != null)
4166 m_redo.Push(nUndo);
4167 }
4168 }
4169 }
4170 }
4171
4172 public void Redo()
4173 {
4174 lock (m_redo)
4175 {
4176 UndoState gofwd = m_redo.Pop();
4177 if (m_parentGroup.GetSceneMaxUndo() > 0)
4178 {
4179 UndoState nUndo = new UndoState(this, gofwd.Type);
4180
4181 m_undo.Push(nUndo);
4182 }
4183 if (gofwd != null)
4184 gofwd.PlayfwdState(this);
4185 }
4186 }
4187
4188 public void UpdateExtraParam(ushort type, bool inUse, byte[] data) 4217 public void UpdateExtraParam(ushort type, bool inUse, byte[] data)
4189 { 4218 {
4190 m_shape.ReadInUpdateExtraParam(type, inUse, data); 4219 m_shape.ReadInUpdateExtraParam(type, inUse, data);
@@ -4197,8 +4226,11 @@ namespace OpenSim.Region.Framework.Scenes
4197 } 4226 }
4198 } 4227 }
4199 4228
4200 ParentGroup.HasGroupChanged = true; 4229 if (ParentGroup != null)
4201 ScheduleFullUpdate(); 4230 {
4231 ParentGroup.HasGroupChanged = true;
4232 ScheduleFullUpdate();
4233 }
4202 } 4234 }
4203 4235
4204 public void UpdateGroupPosition(Vector3 pos) 4236 public void UpdateGroupPosition(Vector3 pos)
@@ -4345,14 +4377,21 @@ namespace OpenSim.Region.Framework.Scenes
4345 } 4377 }
4346 } 4378 }
4347 4379
4348 public void UpdatePrimFlags(bool UsePhysics, bool IsTemporary, bool IsPhantom, bool IsVD) 4380 /// <summary>
4381 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary.
4382 /// </summary>
4383 /// <param name="UsePhysics"></param>
4384 /// <param name="SetTemporary"></param>
4385 /// <param name="SetPhantom"></param>
4386 /// <param name="SetVD"></param>
4387 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD)
4349 { 4388 {
4350 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); 4389 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
4351 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); 4390 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
4352 bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0); 4391 bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0);
4353 bool wasVD = VolumeDetectActive; 4392 bool wasVD = VolumeDetectActive;
4354 4393
4355 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == IsTemporary) && (wasPhantom == IsPhantom) && (IsVD==wasVD)) 4394 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
4356 { 4395 {
4357 return; 4396 return;
4358 } 4397 }
@@ -4362,32 +4401,31 @@ namespace OpenSim.Region.Framework.Scenes
4362 // that... 4401 // that...
4363 // ... if VD is changed, all others are not. 4402 // ... if VD is changed, all others are not.
4364 // ... if one of the others is changed, VD is not. 4403 // ... if one of the others is changed, VD is not.
4365 if (IsVD) // VD is active, special logic applies 4404 if (SetVD) // VD is active, special logic applies
4366 { 4405 {
4367 // State machine logic for VolumeDetect 4406 // State machine logic for VolumeDetect
4368 // More logic below 4407 // More logic below
4369 bool phanReset = (IsPhantom != wasPhantom) && !IsPhantom; 4408 bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
4370 4409
4371 if (phanReset) // Phantom changes from on to off switch VD off too 4410 if (phanReset) // Phantom changes from on to off switch VD off too
4372 { 4411 {
4373 IsVD = false; // Switch it of for the course of this routine 4412 SetVD = false; // Switch it of for the course of this routine
4374 VolumeDetectActive = false; // and also permanently 4413 VolumeDetectActive = false; // and also permanently
4375 if (PhysActor != null) 4414 if (PhysActor != null)
4376 PhysActor.SetVolumeDetect(0); // Let physics know about it too 4415 PhysActor.SetVolumeDetect(0); // Let physics know about it too
4377 } 4416 }
4378 else 4417 else
4379 { 4418 {
4380 IsPhantom = false;
4381 // If volumedetect is active we don't want phantom to be applied. 4419 // If volumedetect is active we don't want phantom to be applied.
4382 // If this is a new call to VD out of the state "phantom" 4420 // If this is a new call to VD out of the state "phantom"
4383 // this will also cause the prim to be visible to physics 4421 // this will also cause the prim to be visible to physics
4422 SetPhantom = false;
4384 } 4423 }
4385
4386 } 4424 }
4387 4425
4388 if (UsePhysics && IsJoint()) 4426 if (UsePhysics && IsJoint())
4389 { 4427 {
4390 IsPhantom = true; 4428 SetPhantom = true;
4391 } 4429 }
4392 4430
4393 if (UsePhysics) 4431 if (UsePhysics)
@@ -4396,14 +4434,12 @@ namespace OpenSim.Region.Framework.Scenes
4396 if (!wasUsingPhysics) 4434 if (!wasUsingPhysics)
4397 { 4435 {
4398 DoPhysicsPropertyUpdate(UsePhysics, false); 4436 DoPhysicsPropertyUpdate(UsePhysics, false);
4399 if (m_parentGroup != null) 4437
4438 if (!m_parentGroup.IsDeleted)
4400 { 4439 {
4401 if (!m_parentGroup.IsDeleted) 4440 if (LocalId == m_parentGroup.RootPart.LocalId)
4402 { 4441 {
4403 if (LocalId == m_parentGroup.RootPart.LocalId) 4442 m_parentGroup.CheckSculptAndLoad();
4404 {
4405 m_parentGroup.CheckSculptAndLoad();
4406 }
4407 } 4443 }
4408 } 4444 }
4409 } 4445 }
@@ -4417,8 +4453,9 @@ namespace OpenSim.Region.Framework.Scenes
4417 } 4453 }
4418 } 4454 }
4419 4455
4420 4456 if (SetPhantom
4421 if (IsPhantom || IsAttachment || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints 4457 || ParentGroup.IsAttachment
4458 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
4422 { 4459 {
4423 AddFlag(PrimFlags.Phantom); 4460 AddFlag(PrimFlags.Phantom);
4424 if (PhysActor != null) 4461 if (PhysActor != null)
@@ -4432,7 +4469,11 @@ namespace OpenSim.Region.Framework.Scenes
4432 { 4469 {
4433 RemFlag(PrimFlags.Phantom); 4470 RemFlag(PrimFlags.Phantom);
4434 4471
4472 if (ParentGroup.Scene == null)
4473 return;
4474
4435 PhysicsActor pa = PhysActor; 4475 PhysicsActor pa = PhysActor;
4476
4436 if (pa == null) 4477 if (pa == null)
4437 { 4478 {
4438 // It's not phantom anymore. So make sure the physics engine get's knowledge of it 4479 // It's not phantom anymore. So make sure the physics engine get's knowledge of it
@@ -4444,22 +4485,21 @@ namespace OpenSim.Region.Framework.Scenes
4444 RotationOffset, 4485 RotationOffset,
4445 UsePhysics, 4486 UsePhysics,
4446 m_localId); 4487 m_localId);
4447 PhysActor.SetMaterial(Material);
4448 4488
4449 pa = PhysActor; 4489 pa = PhysActor;
4450 if (pa != null) 4490 if (pa != null)
4451 { 4491 {
4492 PhysActor.SetMaterial(Material);
4452 DoPhysicsPropertyUpdate(UsePhysics, true); 4493 DoPhysicsPropertyUpdate(UsePhysics, true);
4453 if (m_parentGroup != null) 4494
4495 if (!m_parentGroup.IsDeleted)
4454 { 4496 {
4455 if (!m_parentGroup.IsDeleted) 4497 if (LocalId == m_parentGroup.RootPart.LocalId)
4456 { 4498 {
4457 if (LocalId == m_parentGroup.RootPart.LocalId) 4499 m_parentGroup.CheckSculptAndLoad();
4458 {
4459 m_parentGroup.CheckSculptAndLoad();
4460 }
4461 } 4500 }
4462 } 4501 }
4502
4463 if ( 4503 if (
4464 ((AggregateScriptEvents & scriptEvents.collision) != 0) || 4504 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4465 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || 4505 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
@@ -4470,8 +4510,8 @@ namespace OpenSim.Region.Framework.Scenes
4470 (CollisionSound != UUID.Zero) 4510 (CollisionSound != UUID.Zero)
4471 ) 4511 )
4472 { 4512 {
4473 PhysActor.OnCollisionUpdate += PhysicsCollision; 4513 PhysActor.OnCollisionUpdate += PhysicsCollision;
4474 PhysActor.SubscribeEvents(1000); 4514 PhysActor.SubscribeEvents(1000);
4475 } 4515 }
4476 } 4516 }
4477 } 4517 }
@@ -4480,20 +4520,18 @@ namespace OpenSim.Region.Framework.Scenes
4480 pa.IsPhysical = UsePhysics; 4520 pa.IsPhysical = UsePhysics;
4481 4521
4482 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim 4522 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
4483 if (m_parentGroup != null) 4523
4524 if (!m_parentGroup.IsDeleted)
4484 { 4525 {
4485 if (!m_parentGroup.IsDeleted) 4526 if (LocalId == m_parentGroup.RootPart.LocalId)
4486 { 4527 {
4487 if (LocalId == m_parentGroup.RootPart.LocalId) 4528 m_parentGroup.CheckSculptAndLoad();
4488 {
4489 m_parentGroup.CheckSculptAndLoad();
4490 }
4491 } 4529 }
4492 } 4530 }
4493 } 4531 }
4494 } 4532 }
4495 4533
4496 if (IsVD) 4534 if (SetVD)
4497 { 4535 {
4498 // If the above logic worked (this is urgent candidate to unit tests!) 4536 // If the above logic worked (this is urgent candidate to unit tests!)
4499 // we now have a physicsactor. 4537 // we now have a physicsactor.
@@ -4508,18 +4546,19 @@ namespace OpenSim.Region.Framework.Scenes
4508 } 4546 }
4509 } 4547 }
4510 else 4548 else
4511 { // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like 4549 {
4550 // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like
4512 // (mumbles, well, at least if you have infinte CPU powers :-)) 4551 // (mumbles, well, at least if you have infinte CPU powers :-))
4513 PhysicsActor pa = this.PhysActor; 4552 PhysicsActor pa = this.PhysActor;
4514 if (pa != null) 4553 if (pa != null)
4515 { 4554 {
4516 PhysActor.SetVolumeDetect(0); 4555 PhysActor.SetVolumeDetect(0);
4517 } 4556 }
4557
4518 this.VolumeDetectActive = false; 4558 this.VolumeDetectActive = false;
4519 } 4559 }
4520 4560
4521 4561 if (SetTemporary)
4522 if (IsTemporary)
4523 { 4562 {
4524 AddFlag(PrimFlags.TemporaryOnRez); 4563 AddFlag(PrimFlags.TemporaryOnRez);
4525 } 4564 }
@@ -4529,8 +4568,13 @@ namespace OpenSim.Region.Framework.Scenes
4529 } 4568 }
4530 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); 4569 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4531 4570
4532 ParentGroup.HasGroupChanged = true; 4571 if (ParentGroup != null)
4533 ScheduleFullUpdate(); 4572 {
4573 ParentGroup.HasGroupChanged = true;
4574 ScheduleFullUpdate();
4575 }
4576
4577// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags);
4534 } 4578 }
4535 4579
4536 public void UpdateRotation(Quaternion rot) 4580 public void UpdateRotation(Quaternion rot)
@@ -4541,8 +4585,12 @@ namespace OpenSim.Region.Framework.Scenes
4541 (rot.W != RotationOffset.W)) 4585 (rot.W != RotationOffset.W))
4542 { 4586 {
4543 RotationOffset = rot; 4587 RotationOffset = rot;
4544 ParentGroup.HasGroupChanged = true; 4588
4545 ScheduleTerseUpdate(); 4589 if (ParentGroup != null)
4590 {
4591 ParentGroup.HasGroupChanged = true;
4592 ScheduleTerseUpdate();
4593 }
4546 } 4594 }
4547 } 4595 }
4548 4596
@@ -4570,6 +4618,7 @@ namespace OpenSim.Region.Framework.Scenes
4570 m_shape.PathTaperY = shapeBlock.PathTaperY; 4618 m_shape.PathTaperY = shapeBlock.PathTaperY;
4571 m_shape.PathTwist = shapeBlock.PathTwist; 4619 m_shape.PathTwist = shapeBlock.PathTwist;
4572 m_shape.PathTwistBegin = shapeBlock.PathTwistBegin; 4620 m_shape.PathTwistBegin = shapeBlock.PathTwistBegin;
4621
4573 if (PhysActor != null) 4622 if (PhysActor != null)
4574 { 4623 {
4575 PhysActor.Shape = m_shape; 4624 PhysActor.Shape = m_shape;
@@ -4591,11 +4640,46 @@ namespace OpenSim.Region.Framework.Scenes
4591 } 4640 }
4592 4641
4593 /// <summary> 4642 /// <summary>
4643 /// If the part is a sculpt/mesh, retrieve the mesh data and reinsert it into the shape so that the physics
4644 /// engine can use it.
4645 /// </summary>
4646 /// <remarks>
4647 /// When the physics engine has finished with it, the sculpt data is discarded to save memory.
4648 /// </remarks>
4649 public void CheckSculptAndLoad()
4650 {
4651// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
4652
4653 if (ParentGroup.IsDeleted)
4654 return;
4655
4656 if ((ParentGroup.RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) != 0)
4657 return;
4658
4659 if (Shape.SculptEntry && Shape.SculptTexture != UUID.Zero)
4660 {
4661 // check if a previously decoded sculpt map has been cached
4662 // We don't read the file here - the meshmerizer will do that later.
4663 // TODO: Could we simplify the meshmerizer code by reading and setting the data here?
4664 if (File.Exists(System.IO.Path.Combine("j2kDecodeCache", "smap_" + Shape.SculptTexture.ToString())))
4665 {
4666 SculptTextureCallback(null);
4667 }
4668 else
4669 {
4670 ParentGroup.Scene.AssetService.Get(Shape.SculptTexture.ToString(), this, AssetReceived);
4671 }
4672 }
4673 }
4674
4675 /// <summary>
4594 /// Update the textures on the part. 4676 /// Update the textures on the part.
4595 /// </summary> 4677 /// </summary>
4678 /// <remarks>
4596 /// Added to handle bug in libsecondlife's TextureEntry.ToBytes() 4679 /// Added to handle bug in libsecondlife's TextureEntry.ToBytes()
4597 /// not handling RGBA properly. Cycles through, and "fixes" the color 4680 /// not handling RGBA properly. Cycles through, and "fixes" the color
4598 /// info 4681 /// info
4682 /// </remarks>
4599 /// <param name="tex"></param> 4683 /// <param name="tex"></param>
4600 public void UpdateTexture(Primitive.TextureEntry tex) 4684 public void UpdateTexture(Primitive.TextureEntry tex)
4601 { 4685 {
@@ -4687,7 +4771,6 @@ namespace OpenSim.Region.Framework.Scenes
4687 { 4771 {
4688 PhysActor.OnCollisionUpdate += PhysicsCollision; 4772 PhysActor.OnCollisionUpdate += PhysicsCollision;
4689 PhysActor.SubscribeEvents(1000); 4773 PhysActor.SubscribeEvents(1000);
4690
4691 } 4774 }
4692 } 4775 }
4693 else 4776 else
@@ -4699,14 +4782,6 @@ namespace OpenSim.Region.Framework.Scenes
4699 } 4782 }
4700 } 4783 }
4701 4784
4702 if (m_parentGroup == null)
4703 {
4704// m_log.DebugFormat(
4705// "[SCENE OBJECT PART]: Scheduling part {0} {1} for full update in aggregateScriptEvents() since m_parentGroup == null", Name, LocalId);
4706 ScheduleFullUpdate();
4707 return;
4708 }
4709
4710 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) 4785 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
4711 //{ 4786 //{
4712 // m_parentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting; 4787 // m_parentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting;
@@ -4716,7 +4791,7 @@ namespace OpenSim.Region.Framework.Scenes
4716 // m_parentGroup.Scene.EventManager.OnScriptTimerEvent -= handleTimerAccounting; 4791 // m_parentGroup.Scene.EventManager.OnScriptTimerEvent -= handleTimerAccounting;
4717 //} 4792 //}
4718 4793
4719 LocalFlags=(PrimFlags)objectflagupdate; 4794 LocalFlags = (PrimFlags)objectflagupdate;
4720 4795
4721 if (m_parentGroup != null && m_parentGroup.RootPart == this) 4796 if (m_parentGroup != null && m_parentGroup.RootPart == this)
4722 { 4797 {
@@ -4730,40 +4805,6 @@ namespace OpenSim.Region.Framework.Scenes
4730 } 4805 }
4731 } 4806 }
4732 4807
4733 public int registerTargetWaypoint(Vector3 target, float tolerance)
4734 {
4735 if (m_parentGroup != null)
4736 {
4737 return m_parentGroup.registerTargetWaypoint(target, tolerance);
4738 }
4739 return 0;
4740 }
4741
4742 public void unregisterTargetWaypoint(int handle)
4743 {
4744 if (m_parentGroup != null)
4745 {
4746 m_parentGroup.unregisterTargetWaypoint(handle);
4747 }
4748 }
4749
4750 public int registerRotTargetWaypoint(Quaternion target, float tolerance)
4751 {
4752 if (m_parentGroup != null)
4753 {
4754 return m_parentGroup.registerRotTargetWaypoint(target, tolerance);
4755 }
4756 return 0;
4757 }
4758
4759 public void unregisterRotTargetWaypoint(int handle)
4760 {
4761 if (m_parentGroup != null)
4762 {
4763 m_parentGroup.unregisterRotTargetWaypoint(handle);
4764 }
4765 }
4766
4767 public void SetCameraAtOffset(Vector3 v) 4808 public void SetCameraAtOffset(Vector3 v)
4768 { 4809 {
4769 m_cameraAtOffset = v; 4810 m_cameraAtOffset = v;
@@ -4803,10 +4844,10 @@ namespace OpenSim.Region.Framework.Scenes
4803 4844
4804 public void SendTerseUpdateToClient(IClientAPI remoteClient) 4845 public void SendTerseUpdateToClient(IClientAPI remoteClient)
4805 { 4846 {
4806 if (ParentGroup == null || ParentGroup.IsDeleted) 4847 if (ParentGroup.IsDeleted)
4807 return; 4848 return;
4808 4849
4809 if (IsAttachment && ParentGroup.RootPart != this) 4850 if (ParentGroup.IsAttachment && ParentGroup.RootPart != this)
4810 return; 4851 return;
4811 4852
4812 // Causes this thread to dig into the Client Thread Data. 4853 // Causes this thread to dig into the Client Thread Data.
@@ -4827,6 +4868,7 @@ namespace OpenSim.Region.Framework.Scenes
4827 4868
4828 Inventory.ApplyNextOwnerPermissions(); 4869 Inventory.ApplyNextOwnerPermissions();
4829 } 4870 }
4871
4830 public void UpdateLookAt() 4872 public void UpdateLookAt()
4831 { 4873 {
4832 try 4874 try
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 56680df..1f0840d 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -118,14 +118,17 @@ namespace OpenSim.Region.Framework.Scenes
118 } 118 }
119 119
120 /// <summary> 120 /// <summary>
121 /// Reset UUIDs for all the items in the prim's inventory. This involves either generating 121 /// Reset UUIDs for all the items in the prim's inventory.
122 /// </summary>
123 /// <remarks>
124 /// This involves either generating
122 /// new ones or setting existing UUIDs to the correct parent UUIDs. 125 /// new ones or setting existing UUIDs to the correct parent UUIDs.
123 /// 126 ///
124 /// If this method is called and there are inventory items, then we regard the inventory as having changed. 127 /// If this method is called and there are inventory items, then we regard the inventory as having changed.
125 /// </summary> 128 /// </remarks>
126 /// <param name="linkNum">Link number for the part</param>
127 public void ResetInventoryIDs() 129 public void ResetInventoryIDs()
128 { 130 {
131 if (null == m_part)
129 m_items.LockItemsForWrite(true); 132 m_items.LockItemsForWrite(true);
130 133
131 if (Items.Count == 0) 134 if (Items.Count == 0)
@@ -212,7 +215,7 @@ namespace OpenSim.Region.Framework.Scenes
212 // Don't let this set the HasGroupChanged flag for attachments 215 // Don't let this set the HasGroupChanged flag for attachments
213 // as this happens during rez and we don't want a new asset 216 // as this happens during rez and we don't want a new asset
214 // for each attachment each time 217 // for each attachment each time
215 if (!m_part.ParentGroup.RootPart.IsAttachment) 218 if (!m_part.ParentGroup.IsAttachment)
216 { 219 {
217 HasInventoryChanged = true; 220 HasInventoryChanged = true;
218 m_part.ParentGroup.HasGroupChanged = true; 221 m_part.ParentGroup.HasGroupChanged = true;
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index d2f84e3..de9b1f3 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -67,7 +67,7 @@ namespace OpenSim.Region.Framework.Scenes
67 67
68 public delegate void SendCourseLocationsMethod(UUID scene, ScenePresence presence, List<Vector3> coarseLocations, List<UUID> avatarUUIDs); 68 public delegate void SendCourseLocationsMethod(UUID scene, ScenePresence presence, List<Vector3> coarseLocations, List<UUID> avatarUUIDs);
69 69
70 public class ScenePresence : EntityBase, ISceneEntity 70 public class ScenePresence : EntityBase, IScenePresence
71 { 71 {
72// ~ScenePresence() 72// ~ScenePresence()
73// { 73// {
@@ -76,6 +76,8 @@ namespace OpenSim.Region.Framework.Scenes
76 76
77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
78 78
79 public PresenceType PresenceType { get; private set; }
80
79// private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes(); 81// private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes();
80 private static readonly Array DIR_CONTROL_FLAGS = Enum.GetValues(typeof(Dir_ControlFlags)); 82 private static readonly Array DIR_CONTROL_FLAGS = Enum.GetValues(typeof(Dir_ControlFlags));
81 private static readonly Vector3 HEAD_ADJUSTMENT = new Vector3(0f, 0f, 0.3f); 83 private static readonly Vector3 HEAD_ADJUSTMENT = new Vector3(0f, 0f, 0.3f);
@@ -92,6 +94,13 @@ namespace OpenSim.Region.Framework.Scenes
92 // Value revised by KF 091121 by comparison with SL. 94 // Value revised by KF 091121 by comparison with SL.
93 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 95 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
94 96
97 /// <summary>
98 /// Movement updates for agents in neighboring regions are sent directly to clients.
99 /// This value only affects how often agent positions are sent to neighbor regions
100 /// for things such as distance-based update prioritization
101 /// </summary>
102 public static readonly float SIGNIFICANT_MOVEMENT = 2.0f;
103
95 public UUID currentParcelUUID = UUID.Zero; 104 public UUID currentParcelUUID = UUID.Zero;
96 105
97 private ISceneViewer m_sceneViewer; 106 private ISceneViewer m_sceneViewer;
@@ -105,14 +114,13 @@ namespace OpenSim.Region.Framework.Scenes
105 } 114 }
106 protected ScenePresenceAnimator m_animator; 115 protected ScenePresenceAnimator m_animator;
107 116
108 /// <value> 117 /// <summary>
109 /// The scene objects attached to this avatar. Do not change this list directly - use methods such as 118 /// Attachments recorded on this avatar.
110 /// AddAttachment() and RemoveAttachment(). Lock this list when performing any read operations upon it. 119 /// </summary>
111 /// </value> 120 /// <remarks>
112 public List<SceneObjectGroup> Attachments 121 /// TODO: For some reason, we effectively have a list both here and in Appearance. Need to work out if this is
113 { 122 /// necessary.
114 get { return m_attachments; } 123 /// </remarks>
115 }
116 124
117 protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>(); 125 protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>();
118 126
@@ -120,7 +128,7 @@ namespace OpenSim.Region.Framework.Scenes
120 private ScriptControlled IgnoredControls = ScriptControlled.CONTROL_ZERO; 128 private ScriptControlled IgnoredControls = ScriptControlled.CONTROL_ZERO;
121 private ScriptControlled LastCommands = ScriptControlled.CONTROL_ZERO; 129 private ScriptControlled LastCommands = ScriptControlled.CONTROL_ZERO;
122 private bool MouseDown = false; 130 private bool MouseDown = false;
123 private SceneObjectGroup proxyObjectGroup; 131// private SceneObjectGroup proxyObjectGroup;
124 //private SceneObjectPart proxyObjectPart = null; 132 //private SceneObjectPart proxyObjectPart = null;
125 public Vector3 lastKnownAllowedPosition; 133 public Vector3 lastKnownAllowedPosition;
126 public Vector4 CollisionPlane = Vector4.UnitW; 134 public Vector4 CollisionPlane = Vector4.UnitW;
@@ -178,7 +186,7 @@ namespace OpenSim.Region.Framework.Scenes
178 186
179 private float m_speedModifier = 1.0f; 187 private float m_speedModifier = 1.0f;
180 188
181 private Quaternion m_bodyRot= Quaternion.Identity; 189 private Quaternion m_bodyRot = Quaternion.Identity;
182 190
183 private Quaternion m_bodyRotPrevious = Quaternion.Identity; 191 private Quaternion m_bodyRotPrevious = Quaternion.Identity;
184 192
@@ -224,8 +232,8 @@ namespace OpenSim.Region.Framework.Scenes
224 private string m_nextSitAnimation = String.Empty; 232 private string m_nextSitAnimation = String.Empty;
225 233
226 //PauPaw:Proper PID Controler for autopilot************ 234 //PauPaw:Proper PID Controler for autopilot************
227 private bool m_moveToPositionInProgress; 235 public bool MovingToTarget { get; private set; }
228 private Vector3 m_moveToPositionTarget; 236 public Vector3 MoveToPositionTarget { get; private set; }
229 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); 237 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
230 238
231 private bool m_followCamAuto; 239 private bool m_followCamAuto;
@@ -455,9 +463,6 @@ namespace OpenSim.Region.Framework.Scenes
455 463
456 protected PhysicsActor m_physicsActor; 464 protected PhysicsActor m_physicsActor;
457 465
458 /// <value>
459 /// The client controlling this presence
460 /// </value>
461 public IClientAPI ControllingClient 466 public IClientAPI ControllingClient
462 { 467 {
463 get { return m_controllingClient; } 468 get { return m_controllingClient; }
@@ -765,15 +770,13 @@ namespace OpenSim.Region.Framework.Scenes
765 770
766 #region Constructor(s) 771 #region Constructor(s)
767 772
768 public ScenePresence() 773 public ScenePresence(
774 IClientAPI client, Scene world, RegionInfo reginfo, AvatarAppearance appearance, PresenceType type)
769 { 775 {
770 m_sendCourseLocationsMethod = SendCoarseLocationsDefault; 776 m_sendCourseLocationsMethod = SendCoarseLocationsDefault;
771 CreateSceneViewer(); 777 m_sceneViewer = new SceneViewer(this);
772 m_animator = new ScenePresenceAnimator(this); 778 m_animator = new ScenePresenceAnimator(this);
773 } 779 PresenceType = type;
774
775 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
776 {
777 m_DrawDistance = world.DefaultDrawDistance; 780 m_DrawDistance = world.DefaultDrawDistance;
778 m_rootRegionHandle = reginfo.RegionHandle; 781 m_rootRegionHandle = reginfo.RegionHandle;
779 m_controllingClient = client; 782 m_controllingClient = client;
@@ -817,19 +820,10 @@ namespace OpenSim.Region.Framework.Scenes
817 820
818 RegisterToEvents(); 821 RegisterToEvents();
819 SetDirectionVectors(); 822 SetDirectionVectors();
820 }
821 823
822 public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, AvatarAppearance appearance)
823 : this(client, world, reginfo)
824 {
825 m_appearance = appearance; 824 m_appearance = appearance;
826 } 825 }
827 826
828 private void CreateSceneViewer()
829 {
830 m_sceneViewer = new SceneViewer(this);
831 }
832
833 public void RegisterToEvents() 827 public void RegisterToEvents()
834 { 828 {
835 m_controllingClient.OnCompleteMovementToRegion += CompleteMovement; 829 m_controllingClient.OnCompleteMovementToRegion += CompleteMovement;
@@ -841,8 +835,7 @@ namespace OpenSim.Region.Framework.Scenes
841 m_controllingClient.OnStartAnim += HandleStartAnim; 835 m_controllingClient.OnStartAnim += HandleStartAnim;
842 m_controllingClient.OnStopAnim += HandleStopAnim; 836 m_controllingClient.OnStopAnim += HandleStopAnim;
843 m_controllingClient.OnForceReleaseControls += HandleForceReleaseControls; 837 m_controllingClient.OnForceReleaseControls += HandleForceReleaseControls;
844 m_controllingClient.OnAutoPilotGo += DoAutoPilot; 838 m_controllingClient.OnAutoPilotGo += MoveToTarget;
845 m_controllingClient.AddGenericPacketHandler("autopilot", DoMoveToPosition);
846 839
847 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange); 840 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange);
848 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement); 841 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement);
@@ -1029,11 +1022,8 @@ namespace OpenSim.Region.Framework.Scenes
1029 } 1022 }
1030 1023
1031 float localAVHeight = 1.56f; 1024 float localAVHeight = 1.56f;
1032 if (m_appearance != null) 1025 if (m_appearance.AvatarHeight > 0)
1033 { 1026 localAVHeight = m_appearance.AvatarHeight;
1034 if (m_appearance.AvatarHeight > 0)
1035 localAVHeight = m_appearance.AvatarHeight;
1036 }
1037 1027
1038 float posZLimit = 0; 1028 float posZLimit = 0;
1039 1029
@@ -1047,26 +1037,8 @@ namespace OpenSim.Region.Framework.Scenes
1047 } 1037 }
1048 AbsolutePosition = pos; 1038 AbsolutePosition = pos;
1049 1039
1050 if (m_appearance != null)
1051 {
1052 if (m_appearance.AvatarHeight > 0)
1053 SetHeight(m_appearance.AvatarHeight);
1054 }
1055 else
1056 {
1057 m_log.ErrorFormat("[SCENE PRESENCE]: null appearance in MakeRoot in {0}", Scene.RegionInfo.RegionName);
1058 // emergency; this really shouldn't happen
1059 m_appearance = new AvatarAppearance(UUID);
1060 }
1061
1062 AddToPhysicalScene(isFlying); 1040 AddToPhysicalScene(isFlying);
1063 1041
1064 if (m_appearance != null)
1065 {
1066 if (m_appearance.AvatarHeight > 0)
1067 SetHeight(m_appearance.AvatarHeight);
1068 }
1069
1070 if (m_forceFly) 1042 if (m_forceFly)
1071 { 1043 {
1072 m_physicsActor.Flying = true; 1044 m_physicsActor.Flying = true;
@@ -1087,15 +1059,18 @@ namespace OpenSim.Region.Framework.Scenes
1087 // and it has already rezzed the attachments and started their scripts. 1059 // and it has already rezzed the attachments and started their scripts.
1088 // We do the following only for non-login agents, because their scripts 1060 // We do the following only for non-login agents, because their scripts
1089 // haven't started yet. 1061 // haven't started yet.
1090 if (wasChild && Attachments != null && Attachments.Count > 0) 1062 lock (m_attachments)
1091 { 1063 {
1092 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments..."); 1064 if (wasChild && HasAttachments())
1093 // Resume scripts
1094 Attachments.ForEach(delegate(SceneObjectGroup sog)
1095 { 1065 {
1096 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 1066 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments...");
1097 sog.ResumeScripts(); 1067 // Resume scripts
1098 }); 1068 foreach (SceneObjectGroup sog in m_attachments)
1069 {
1070 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
1071 sog.ResumeScripts();
1072 }
1073 }
1099 } 1074 }
1100 1075
1101 // send the animations of the other presences to me 1076 // send the animations of the other presences to me
@@ -1105,6 +1080,11 @@ namespace OpenSim.Region.Framework.Scenes
1105 presence.Animator.SendAnimPackToClient(ControllingClient); 1080 presence.Animator.SendAnimPackToClient(ControllingClient);
1106 }); 1081 });
1107 1082
1083 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will
1084 // stall on the border crossing since the existing child agent will still have the last movement
1085 // recorded, which stops the input from being processed.
1086 m_movementflag = 0;
1087
1108 m_scene.EventManager.TriggerOnMakeRootAgent(this); 1088 m_scene.EventManager.TriggerOnMakeRootAgent(this);
1109 } 1089 }
1110 1090
@@ -1196,11 +1176,6 @@ namespace OpenSim.Region.Framework.Scenes
1196 CheckLandingPoint(ref pos); 1176 CheckLandingPoint(ref pos);
1197 AbsolutePosition = pos; 1177 AbsolutePosition = pos;
1198 AddToPhysicalScene(isFlying); 1178 AddToPhysicalScene(isFlying);
1199 if (m_appearance != null)
1200 {
1201 if (m_appearance.AvatarHeight > 0)
1202 SetHeight(m_appearance.AvatarHeight);
1203 }
1204 1179
1205 SendTerseUpdateToAllClients(); 1180 SendTerseUpdateToAllClients();
1206 1181
@@ -1216,22 +1191,10 @@ namespace OpenSim.Region.Framework.Scenes
1216 CheckLandingPoint(ref pos); 1191 CheckLandingPoint(ref pos);
1217 AbsolutePosition = pos; 1192 AbsolutePosition = pos;
1218 AddToPhysicalScene(isFlying); 1193 AddToPhysicalScene(isFlying);
1219 if (m_appearance != null)
1220 {
1221 if (m_appearance.AvatarHeight > 0)
1222 SetHeight(m_appearance.AvatarHeight);
1223 }
1224 1194
1225 SendTerseUpdateToAllClients(); 1195 SendTerseUpdateToAllClients();
1226 } 1196 }
1227 1197
1228 /// <summary>
1229 ///
1230 /// </summary>
1231 public void StopMovement()
1232 {
1233 }
1234
1235 public void StopFlying() 1198 public void StopFlying()
1236 { 1199 {
1237 ControllingClient.StopFlying(this); 1200 ControllingClient.StopFlying(this);
@@ -1281,7 +1244,7 @@ namespace OpenSim.Region.Framework.Scenes
1281 #region Event Handlers 1244 #region Event Handlers
1282 1245
1283 /// <summary> 1246 /// <summary>
1284 /// Sets avatar height in the phyiscs plugin 1247 /// Sets avatar height in the physics plugin
1285 /// </summary> 1248 /// </summary>
1286 public void SetHeight(float height) 1249 public void SetHeight(float height)
1287 { 1250 {
@@ -1294,10 +1257,14 @@ namespace OpenSim.Region.Framework.Scenes
1294 1257
1295 /// <summary> 1258 /// <summary>
1296 /// Complete Avatar's movement into the region. 1259 /// Complete Avatar's movement into the region.
1297 /// This is called upon a very important packet sent from the client,
1298 /// so it's client-controlled. Never call this method directly.
1299 /// </summary> 1260 /// </summary>
1300 public void CompleteMovement(IClientAPI client) 1261 /// <param name="client"></param>
1262 /// <param name="openChildAgents">
1263 /// If true, send notification to neighbour regions to expect
1264 /// a child agent from the client. These neighbours can be some distance away, depending right now on the
1265 /// configuration of DefaultDrawDistance in the [Startup] section of config
1266 /// </param>
1267 public void CompleteMovement(IClientAPI client, bool openChildAgents)
1301 { 1268 {
1302// DateTime startTime = DateTime.Now; 1269// DateTime startTime = DateTime.Now;
1303 1270
@@ -1338,15 +1305,11 @@ namespace OpenSim.Region.Framework.Scenes
1338 SendInitialData(); 1305 SendInitialData();
1339 1306
1340 // Create child agents in neighbouring regions 1307 // Create child agents in neighbouring regions
1341 if (!m_isChildAgent) 1308 if (openChildAgents && !m_isChildAgent)
1342 { 1309 {
1343 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); 1310 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
1344 if (m_agentTransfer != null) 1311 if (m_agentTransfer != null)
1345 m_agentTransfer.EnableChildAgents(this); 1312 m_agentTransfer.EnableChildAgents(this);
1346 else
1347 m_log.DebugFormat(
1348 "[SCENE PRESENCE]: Unable to create child agents in neighbours, because AgentTransferModule is not active for region {0}",
1349 m_scene.RegionInfo.RegionName);
1350 1313
1351 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>(); 1314 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>();
1352 if (friendsModule != null) 1315 if (friendsModule != null)
@@ -1403,6 +1366,8 @@ namespace OpenSim.Region.Framework.Scenes
1403 /// </summary> 1366 /// </summary>
1404 public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) 1367 public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
1405 { 1368 {
1369// m_log.DebugFormat("[SCENE PRESENCE]: Received agent update from {0}", remoteClient.Name);
1370
1406 //if (m_isChildAgent) 1371 //if (m_isChildAgent)
1407 //{ 1372 //{
1408 // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent"); 1373 // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent");
@@ -1445,7 +1410,6 @@ namespace OpenSim.Region.Framework.Scenes
1445 #region Inputs 1410 #region Inputs
1446 1411
1447 AgentManager.ControlFlags flags = (AgentManager.ControlFlags)agentData.ControlFlags; 1412 AgentManager.ControlFlags flags = (AgentManager.ControlFlags)agentData.ControlFlags;
1448 Quaternion bodyRotation = agentData.BodyRotation;
1449 1413
1450 // Camera location in world. We'll need to raytrace 1414 // Camera location in world. We'll need to raytrace
1451 // from this location from time to time. 1415 // from this location from time to time.
@@ -1530,23 +1494,29 @@ namespace OpenSim.Region.Framework.Scenes
1530 { 1494 {
1531 return; 1495 return;
1532 } 1496 }
1533
1534 bool update_movementflag = false;
1535 1497
1536 if (m_allowMovement && !SitGround) 1498 if (m_allowMovement && !SitGround)
1537 { 1499 {
1500 Quaternion bodyRotation = agentData.BodyRotation;
1501 bool update_rotation = false;
1502
1503 if (bodyRotation != m_bodyRot)
1504 {
1505 Rotation = bodyRotation;
1506 update_rotation = true;
1507 }
1508
1509 bool update_movementflag = false;
1510
1538 if (agentData.UseClientAgentPosition) 1511 if (agentData.UseClientAgentPosition)
1539 { 1512 {
1540 m_moveToPositionInProgress = (agentData.ClientAgentPosition - AbsolutePosition).Length() > 0.2f; 1513 MovingToTarget = (agentData.ClientAgentPosition - AbsolutePosition).Length() > 0.2f;
1541 m_moveToPositionTarget = agentData.ClientAgentPosition; 1514 MoveToPositionTarget = agentData.ClientAgentPosition;
1542 } 1515 }
1543 1516
1544 int i = 0; 1517 int i = 0;
1545
1546 bool update_rotation = false;
1547 bool DCFlagKeyPressed = false; 1518 bool DCFlagKeyPressed = false;
1548 Vector3 agent_control_v3 = Vector3.Zero; 1519 Vector3 agent_control_v3 = Vector3.Zero;
1549 Quaternion q = bodyRotation;
1550 1520
1551 bool oldflying = PhysicsActor.Flying; 1521 bool oldflying = PhysicsActor.Flying;
1552 1522
@@ -1577,7 +1547,6 @@ namespace OpenSim.Region.Framework.Scenes
1577 if (m_parentID == 0) 1547 if (m_parentID == 0)
1578 { 1548 {
1579 bool bAllowUpdateMoveToPosition = false; 1549 bool bAllowUpdateMoveToPosition = false;
1580 bool bResetMoveToPosition = false;
1581 1550
1582 Vector3[] dirVectors; 1551 Vector3[] dirVectors;
1583 1552
@@ -1598,8 +1567,8 @@ namespace OpenSim.Region.Framework.Scenes
1598 { 1567 {
1599 if (((uint)flags & (uint)DCF) != 0) 1568 if (((uint)flags & (uint)DCF) != 0)
1600 { 1569 {
1601 bResetMoveToPosition = true;
1602 DCFlagKeyPressed = true; 1570 DCFlagKeyPressed = true;
1571
1603 try 1572 try
1604 { 1573 {
1605 agent_control_v3 += dirVectors[i]; 1574 agent_control_v3 += dirVectors[i];
@@ -1615,6 +1584,8 @@ namespace OpenSim.Region.Framework.Scenes
1615 1584
1616 if ((m_movementflag & (uint)DCF) == 0) 1585 if ((m_movementflag & (uint)DCF) == 0)
1617 { 1586 {
1587
1588// m_log.DebugFormat("[SCENE PRESENCE]: Updating m_movementflag for {0} with {1}", Name, DCF);
1618 m_movementflag += (byte)(uint)DCF; 1589 m_movementflag += (byte)(uint)DCF;
1619 update_movementflag = true; 1590 update_movementflag = true;
1620 } 1591 }
@@ -1631,10 +1602,10 @@ namespace OpenSim.Region.Framework.Scenes
1631 bAllowUpdateMoveToPosition = true; 1602 bAllowUpdateMoveToPosition = true;
1632 } 1603 }
1633 } 1604 }
1605
1634 i++; 1606 i++;
1635 } 1607 }
1636 //Paupaw:Do Proper PID for Autopilot here 1608 if (MovingToTarget)
1637 if (bResetMoveToPosition)
1638 { 1609 {
1639 m_moveToPositionTarget = Vector3.Zero; 1610 m_moveToPositionTarget = Vector3.Zero;
1640 m_moveToPositionInProgress = false; 1611 m_moveToPositionInProgress = false;
@@ -1680,12 +1651,10 @@ namespace OpenSim.Region.Framework.Scenes
1680// if (there) 1651// if (there)
1681 if (Util.GetDistanceTo(abspos, tgt) <= 0.5f) 1652 if (Util.GetDistanceTo(abspos, tgt) <= 0.5f)
1682 { 1653 {
1683 // we are close enough to the target 1654 ResetMoveToTarget();
1684 m_moveToPositionTarget = Vector3.Zero;
1685 m_moveToPositionInProgress = false;
1686 update_movementflag = true; 1655 update_movementflag = true;
1687 } 1656 }
1688 else 1657 else if (bAllowUpdateMoveToPosition)
1689 { 1658 {
1690 try 1659 try
1691 { 1660 {
@@ -1790,14 +1759,26 @@ namespace OpenSim.Region.Framework.Scenes
1790 // which occurs later in the main scene loop 1759 // which occurs later in the main scene loop
1791 if (update_movementflag || (update_rotation && DCFlagKeyPressed)) 1760 if (update_movementflag || (update_rotation && DCFlagKeyPressed))
1792 { 1761 {
1793 // m_log.DebugFormat("{0} {1}", update_movementflag, (update_rotation && DCFlagKeyPressed)); 1762// m_log.DebugFormat(
1794 // m_log.DebugFormat( 1763// "[SCENE PRESENCE]: In {0} adding velocity of {1} to {2}, umf = {3}, ur = {4}",
1795 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1764// m_scene.RegionInfo.RegionName, agent_control_v3, Name, update_movementflag, update_rotation);
1796 1765
1797 AddNewMovement(agent_control_v3, q, Nudging); 1766 AddNewMovement(agent_control_v3, q, Nudging);
1798 1767
1799 1768
1800 } 1769 }
1770// else
1771// {
1772// if (!update_movementflag)
1773// {
1774// m_log.DebugFormat(
1775// "[SCENE PRESENCE]: In {0} ignoring requested update of {1} for {2} as update_movementflag = false",
1776// m_scene.RegionInfo.RegionName, agent_control_v3, Name);
1777// }
1778// }
1779
1780 if (update_movementflag && m_parentID == 0)
1781 Animator.UpdateMovementAnimations();
1801 } 1782 }
1802 1783
1803 if (update_movementflag && !SitGround) 1784 if (update_movementflag && !SitGround)
@@ -1808,30 +1789,18 @@ namespace OpenSim.Region.Framework.Scenes
1808 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 1789 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
1809 } 1790 }
1810 1791
1811 public void DoAutoPilot(uint not_used, Vector3 Pos, IClientAPI remote_client) 1792 /// <summary>
1793 /// Calculate an update to move the presence to the set target.
1794 /// </summary>
1795 /// <remarks>
1796 /// This doesn't actually perform the movement. Instead, it adds its vector to agent_control_v3.
1797 /// </remarks>
1798 /// <param value="agent_control_v3">Cumulative agent movement that this method will update.</param>
1799 /// <returns>True if movement has been updated in some way. False otherwise.</returns>
1800 public bool HandleMoveToTargetUpdate(ref Vector3 agent_control_v3)
1812 { 1801 {
1813 m_autopilotMoving = true; 1802// m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name);
1814 m_autoPilotTarget = Pos; 1803 bool updated = false;
1815 m_sitAtAutoTarget = false;
1816 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1817 //proxy.PCode = (byte)PCode.ParticleSystem;
1818 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1819 proxyObjectGroup.AttachToScene(m_scene);
1820
1821 // Commented out this code since it could never have executed, but might still be informative.
1822// if (proxyObjectGroup != null)
1823// {
1824 proxyObjectGroup.SendGroupFullUpdate();
1825 remote_client.SendSitResponse(proxyObjectGroup.UUID, Vector3.Zero, Quaternion.Identity, true, Vector3.Zero, Vector3.Zero, false);
1826 m_scene.DeleteSceneObject(proxyObjectGroup, false);
1827// }
1828// else
1829// {
1830// m_autopilotMoving = false;
1831// m_autoPilotTarget = Vector3.Zero;
1832// ControllingClient.SendAlertMessage("Autopilot cancelled");
1833// }
1834 }
1835 1804
1836 public void StopMoveToPosition() 1805 public void StopMoveToPosition()
1837 { 1806 {
@@ -1844,31 +1813,186 @@ namespace OpenSim.Region.Framework.Scenes
1844//Console.WriteLine("SP:DoMoveToPosition"); 1813//Console.WriteLine("SP:DoMoveToPosition");
1845 try 1814 try
1846 { 1815 {
1847 float locx = 0f; 1816 double distanceToTarget = Util.GetDistanceTo(AbsolutePosition, MoveToPositionTarget);
1848 float locy = 0f; 1817// m_log.DebugFormat(
1849 float locz = 0f; 1818// "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}",
1850 uint regionX = 0; 1819// Name, AbsolutePosition, MoveToPositionTarget, distanceToTarget);
1851 uint regionY = 0; 1820
1852 try 1821 // Check the error term of the current position in relation to the target position
1822 if (distanceToTarget <= 1)
1853 { 1823 {
1854 Utils.LongToUInts(Scene.RegionInfo.RegionHandle, out regionX, out regionY); 1824 // We are close enough to the target
1855 locx = Convert.ToSingle(args[0]) - (float)regionX; 1825 AbsolutePosition = MoveToPositionTarget;
1856 locy = Convert.ToSingle(args[1]) - (float)regionY; 1826 ResetMoveToTarget();
1857 locz = Convert.ToSingle(args[2]); 1827 updated = true;
1858 } 1828 }
1859 catch (InvalidCastException) 1829 else
1860 { 1830 {
1861 m_log.Error("[CLIENT]: Invalid autopilot request"); 1831 try
1862 return; 1832 {
1833 // move avatar in 3D at one meter/second towards target, in avatar coordinate frame.
1834 // This movement vector gets added to the velocity through AddNewMovement().
1835 // Theoretically we might need a more complex PID approach here if other
1836 // unknown forces are acting on the avatar and we need to adaptively respond
1837 // to such forces, but the following simple approach seems to works fine.
1838 Vector3 LocalVectorToTarget3D =
1839 (MoveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords
1840 * Matrix4.CreateFromQuaternion(Quaternion.Inverse(Rotation)); // change to avatar coords
1841 // Ignore z component of vector
1842// Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1843 LocalVectorToTarget3D.Normalize();
1844
1845 // update avatar movement flags. the avatar coordinate system is as follows:
1846 //
1847 // +X (forward)
1848 //
1849 // ^
1850 // |
1851 // |
1852 // |
1853 // |
1854 // (left) +Y <--------o--------> -Y
1855 // avatar
1856 // |
1857 // |
1858 // |
1859 // |
1860 // v
1861 // -X
1862 //
1863
1864 // based on the above avatar coordinate system, classify the movement into
1865 // one of left/right/back/forward.
1866 if (LocalVectorToTarget3D.X < 0) //MoveBack
1867 {
1868 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
1869 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
1870 updated = true;
1871 }
1872 else if (LocalVectorToTarget3D.X > 0) //Move Forward
1873 {
1874 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
1875 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
1876 updated = true;
1877 }
1878
1879 if (LocalVectorToTarget3D.Y > 0) //MoveLeft
1880 {
1881 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
1882 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
1883 updated = true;
1884 }
1885 else if (LocalVectorToTarget3D.Y < 0) //MoveRight
1886 {
1887 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
1888 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
1889 updated = true;
1890 }
1891
1892 if (LocalVectorToTarget3D.Z > 0) //Up
1893 {
1894 // Don't set these flags for up or down - doing so will make the avatar crouch or
1895 // keep trying to jump even if walking along level ground
1896 //m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_UP;
1897 //AgentControlFlags
1898 //AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_UP;
1899 updated = true;
1900 }
1901 else if (LocalVectorToTarget3D.Z < 0) //Down
1902 {
1903 //m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN;
1904 //AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN;
1905 updated = true;
1906 }
1907
1908// m_log.DebugFormat(
1909// "[SCENE PRESENCE]: HandleMoveToTargetUpdate adding {0} to move vector {1} for {2}",
1910// LocalVectorToTarget3D, agent_control_v3, Name);
1911
1912 agent_control_v3 += LocalVectorToTarget3D;
1913 }
1914 catch (Exception e)
1915 {
1916 //Avoid system crash, can be slower but...
1917 m_log.DebugFormat("Crash! {0}", e.ToString());
1918 }
1863 } 1919 }
1864 m_moveToPositionInProgress = true;
1865 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1866 } 1920 }
1867 catch (Exception ex) 1921
1868 { 1922 return updated;
1869 //Why did I get this error? 1923 }
1870 m_log.Error("[SCENEPRESENCE]: DoMoveToPosition" + ex); 1924
1871 } 1925 /// <summary>
1926 /// Move to the given target over time.
1927 /// </summary>
1928 /// <param name="pos"></param>
1929 /// <param name="noFly">
1930 /// If true, then don't allow the avatar to fly to the target, even if it's up in the air.
1931 /// This is to allow movement to targets that are known to be on an elevated platform with a continuous path
1932 /// from start to finish.
1933 /// </param>
1934 public void MoveToTarget(Vector3 pos, bool noFly)
1935 {
1936 m_log.DebugFormat(
1937 "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}",
1938 Name, pos, m_scene.RegionInfo.RegionName);
1939
1940 if (pos.X < 0 || pos.X >= Constants.RegionSize
1941 || pos.Y < 0 || pos.Y >= Constants.RegionSize
1942 || pos.Z < 0)
1943 return;
1944
1945// Vector3 heightAdjust = new Vector3(0, 0, Appearance.AvatarHeight / 2);
1946// pos += heightAdjust;
1947//
1948// // Anti duck-walking measure
1949// if (Math.Abs(pos.Z - AbsolutePosition.Z) < 0.2f)
1950// {
1951//// m_log.DebugFormat("[SCENE PRESENCE]: Adjusting MoveToPosition from {0} to {1}", pos, AbsolutePosition);
1952// pos.Z = AbsolutePosition.Z;
1953// }
1954
1955 float terrainHeight = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
1956 pos.Z = Math.Max(terrainHeight, pos.Z);
1957
1958 // Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is
1959 // always slightly higher than the actual terrain height.
1960 // FIXME: This constrains NOC movements as well, so should be somewhere else.
1961 if (pos.Z - terrainHeight < 0.2)
1962 pos.Z = terrainHeight;
1963
1964 m_log.DebugFormat(
1965 "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}",
1966 Name, pos, terrainHeight, m_scene.RegionInfo.RegionName);
1967
1968 if (noFly)
1969 PhysicsActor.Flying = false;
1970 else if (pos.Z > terrainHeight)
1971 PhysicsActor.Flying = true;
1972
1973 MovingToTarget = true;
1974 MoveToPositionTarget = pos;
1975
1976 Vector3 agent_control_v3 = new Vector3();
1977 HandleMoveToTargetUpdate(ref agent_control_v3);
1978 AddNewMovement(agent_control_v3);
1979 }
1980
1981 /// <summary>
1982 /// Reset the move to target.
1983 /// </summary>
1984 public void ResetMoveToTarget()
1985 {
1986 m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name);
1987
1988 MovingToTarget = false;
1989 MoveToPositionTarget = Vector3.Zero;
1990
1991 // We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct
1992 // resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag.
1993 // However, the line is here rather than in the NPC module since it also appears necessary to stop a
1994 // viewer that uses "go here" from juddering on all subsequent avatar movements.
1995 AgentControlFlags = (uint)AgentManager.ControlFlags.NONE;
1872 } 1996 }
1873 1997
1874 private void CheckAtSitTarget() 1998 private void CheckAtSitTarget()
@@ -1997,11 +2121,6 @@ namespace OpenSim.Region.Framework.Scenes
1997 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); 2121 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1998 SendAvatarDataToAllAgents(); 2122 SendAvatarDataToAllAgents();
1999 m_requestedSitTargetID = 0; 2123 m_requestedSitTargetID = 0;
2000 if (m_physicsActor != null && m_appearance != null)
2001 {
2002 if (m_appearance.AvatarHeight > 0)
2003 SetHeight(m_appearance.AvatarHeight);
2004 }
2005 } 2124 }
2006 Animator.TrySetMovementAnimation("STAND"); 2125 Animator.TrySetMovementAnimation("STAND");
2007 } 2126 }
@@ -2057,7 +2176,7 @@ namespace OpenSim.Region.Framework.Scenes
2057 bool forceMouselook = false; 2176 bool forceMouselook = false;
2058 2177
2059 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 2178 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
2060 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 2179 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
2061 if (part == null) return; 2180 if (part == null) return;
2062 2181
2063 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 2182 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
@@ -2215,14 +2334,23 @@ namespace OpenSim.Region.Framework.Scenes
2215 HandleAgentSit(remoteClient, UUID); 2334 HandleAgentSit(remoteClient, UUID);
2216 } 2335 }
2217 2336
2337 // public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset, string sitAnimation)
2218 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset) 2338 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset)
2219 { 2339 {
2220 if (m_parentID != 0) 2340 if (m_parentID != 0)
2221 { 2341 {
2222 StandUp(); 2342 StandUp();
2223 } 2343 }
2344
2345// if (!String.IsNullOrEmpty(sitAnimation))
2346// {
2347// m_nextSitAnimation = sitAnimation;
2348// }
2349// else
2350// {
2224 m_nextSitAnimation = "SIT"; 2351 m_nextSitAnimation = "SIT";
2225 2352// }
2353
2226 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 2354 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
2227 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 2355 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
2228 2356
@@ -2247,7 +2375,6 @@ namespace OpenSim.Region.Framework.Scenes
2247 } 2375 }
2248 else 2376 else
2249 { 2377 {
2250
2251 m_log.Warn("Sit requested on unknown object: " + targetID.ToString()); 2378 m_log.Warn("Sit requested on unknown object: " + targetID.ToString());
2252 } 2379 }
2253 2380
@@ -2445,44 +2572,7 @@ namespace OpenSim.Region.Framework.Scenes
2445 SendSitResponse(ControllingClient, m_requestedSitTargetUUID, collisionPoint - m_requestedSitOffset, Quaternion.Identity); 2572 SendSitResponse(ControllingClient, m_requestedSitTargetUUID, collisionPoint - m_requestedSitOffset, Quaternion.Identity);
2446 } 2573 }
2447 */ 2574 */
2448 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset, string sitAnimation)
2449 {
2450 if (m_parentID != 0)
2451 {
2452 StandUp();
2453 }
2454 if (!String.IsNullOrEmpty(sitAnimation))
2455 {
2456 m_nextSitAnimation = sitAnimation;
2457 }
2458 else
2459 {
2460 m_nextSitAnimation = "SIT";
2461 }
2462
2463 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
2464 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
2465 if (part != null)
2466 {
2467 m_requestedSitTargetID = part.LocalId;
2468 //m_requestedSitOffset = offset;
2469 m_requestedSitTargetUUID = targetID;
2470 2575
2471 m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset);
2472
2473 if (m_scene.PhysicsScene.SupportsRayCast())
2474 {
2475 //SitRayCastAvatarPosition(part);
2476 //return;
2477 }
2478 }
2479 else
2480 {
2481 m_log.Warn("Sit requested on unknown object: " + targetID);
2482 }
2483
2484 SendSitResponse(remoteClient, targetID, offset, Quaternion.Identity);
2485 }
2486 2576
2487 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID) 2577 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID)
2488 { 2578 {
@@ -2669,8 +2759,7 @@ namespace OpenSim.Region.Framework.Scenes
2669 2759
2670 m_perfMonMS = Util.EnvironmentTickCount(); 2760 m_perfMonMS = Util.EnvironmentTickCount();
2671 2761
2672 Rotation = rotation; 2762 Vector3 direc = vec * Rotation;
2673 Vector3 direc = vec * rotation;
2674 direc.Normalize(); 2763 direc.Normalize();
2675 PhysicsActor actor = m_physicsActor; 2764 PhysicsActor actor = m_physicsActor;
2676 2765
@@ -2901,13 +2990,7 @@ namespace OpenSim.Region.Framework.Scenes
2901 // We have an appearance but we may not have the baked textures. Check the asset cache 2990 // We have an appearance but we may not have the baked textures. Check the asset cache
2902 // to see if all the baked textures are already here. 2991 // to see if all the baked textures are already here.
2903 if (m_scene.AvatarFactory != null) 2992 if (m_scene.AvatarFactory != null)
2904 {
2905 cachedappearance = m_scene.AvatarFactory.ValidateBakedTextureCache(m_controllingClient); 2993 cachedappearance = m_scene.AvatarFactory.ValidateBakedTextureCache(m_controllingClient);
2906 }
2907 else
2908 {
2909 m_log.WarnFormat("[SCENEPRESENCE]: AvatarFactory not set for {0}", Name);
2910 }
2911 2994
2912 // If we aren't using a cached appearance, then clear out the baked textures 2995 // If we aren't using a cached appearance, then clear out the baked textures
2913 if (!cachedappearance) 2996 if (!cachedappearance)
@@ -3064,19 +3147,21 @@ namespace OpenSim.Region.Framework.Scenes
3064 /// <param name="avatar"></param> 3147 /// <param name="avatar"></param>
3065 public void SendAppearanceToAgent(ScenePresence avatar) 3148 public void SendAppearanceToAgent(ScenePresence avatar)
3066 { 3149 {
3067// m_log.WarnFormat("[SP] Send appearance from {0} to {1}",m_uuid,avatar.ControllingClient.AgentId); 3150// m_log.DebugFormat(
3151// "[SCENE PRESENCE] Send appearance from {0} {1} to {2} {3}", Name, m_uuid, avatar.Name, avatar.UUID);
3068 3152
3069 avatar.ControllingClient.SendAppearance( 3153 avatar.ControllingClient.SendAppearance(
3070 m_appearance.Owner, m_appearance.VisualParams, m_appearance.Texture.GetBytes()); 3154 UUID, m_appearance.VisualParams, m_appearance.Texture.GetBytes());
3071 } 3155 }
3072 3156
3073 // Because appearance setting is in a module, we actually need
3074 // to give it access to our appearance directly, otherwise we
3075 // get a synchronization issue.
3076 public AvatarAppearance Appearance 3157 public AvatarAppearance Appearance
3077 { 3158 {
3078 get { return m_appearance; } 3159 get { return m_appearance; }
3079 set { m_appearance = value; } 3160 set
3161 {
3162 m_appearance = value;
3163// m_log.DebugFormat("[SCENE PRESENCE]: Set appearance for {0} to {1}", Name, value);
3164 }
3080 } 3165 }
3081 3166
3082 #endregion 3167 #endregion
@@ -3088,15 +3173,10 @@ namespace OpenSim.Region.Framework.Scenes
3088 /// </summary> 3173 /// </summary>
3089 protected void CheckForSignificantMovement() 3174 protected void CheckForSignificantMovement()
3090 { 3175 {
3091 // Movement updates for agents in neighboring regions are sent directly to clients.
3092 // This value only affects how often agent positions are sent to neighbor regions
3093 // for things such as distance-based update prioritization
3094 const float SIGNIFICANT_MOVEMENT = 2.0f;
3095
3096 if (Util.GetDistanceTo(AbsolutePosition, posLastSignificantMove) > SIGNIFICANT_MOVEMENT) 3176 if (Util.GetDistanceTo(AbsolutePosition, posLastSignificantMove) > SIGNIFICANT_MOVEMENT)
3097 { 3177 {
3098 posLastSignificantMove = AbsolutePosition; 3178 posLastSignificantMove = AbsolutePosition;
3099 m_scene.EventManager.TriggerSignificantClientMovement(m_controllingClient); 3179 m_scene.EventManager.TriggerSignificantClientMovement(this);
3100 } 3180 }
3101 3181
3102 // Minimum Draw distance is 64 meters, the Radius of the draw distance sphere is 32m 3182 // Minimum Draw distance is 64 meters, the Radius of the draw distance sphere is 32m
@@ -3579,7 +3659,7 @@ namespace OpenSim.Region.Framework.Scenes
3579 ISceneObject clone = sog.CloneForNewScene(); 3659 ISceneObject clone = sog.CloneForNewScene();
3580 // Attachment module assumes that GroupPosition holds the offsets...! 3660 // Attachment module assumes that GroupPosition holds the offsets...!
3581 ((SceneObjectGroup)clone).RootPart.GroupPosition = sog.RootPart.AttachedPos; 3661 ((SceneObjectGroup)clone).RootPart.GroupPosition = sog.RootPart.AttachedPos;
3582 ((SceneObjectGroup)clone).RootPart.IsAttachment = false; 3662 ((SceneObjectGroup)clone).IsAttachment = false;
3583 cAgent.AttachmentObjects.Add(clone); 3663 cAgent.AttachmentObjects.Add(clone);
3584 string state = sog.GetStateSnapshot(); 3664 string state = sog.GetStateSnapshot();
3585 cAgent.AttachmentObjectStates.Add(state); 3665 cAgent.AttachmentObjectStates.Add(state);
@@ -3746,6 +3826,8 @@ if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for ju
3746 m_physicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong 3826 m_physicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong
3747 m_physicsActor.SubscribeEvents(500); 3827 m_physicsActor.SubscribeEvents(500);
3748 m_physicsActor.LocalID = LocalId; 3828 m_physicsActor.LocalID = LocalId;
3829
3830 SetHeight(m_appearance.AvatarHeight);
3749 } 3831 }
3750 3832
3751 private void OutOfBoundsCall(Vector3 pos) 3833 private void OutOfBoundsCall(Vector3 pos)
@@ -4001,19 +4083,7 @@ if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for ju
4001 4083
4002 public void Close() 4084 public void Close()
4003 { 4085 {
4004 lock (m_attachments) 4086 m_scene.AttachmentsModule.DeleteAttachmentsFromScene(this, false);
4005 {
4006 // Delete attachments from scene
4007 // Don't try to save, as this thread won't live long
4008 // enough to complete the save. This would cause no copy
4009 // attachments to poof!
4010 //
4011 foreach (SceneObjectGroup grp in m_attachments)
4012 {
4013 m_scene.DeleteSceneObject(grp, false);
4014 }
4015 m_attachments.Clear();
4016 }
4017 4087
4018 lock (m_knownChildRegions) 4088 lock (m_knownChildRegions)
4019 { 4089 {
@@ -4048,9 +4118,19 @@ if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for ju
4048 m_attachments.Add(gobj); 4118 m_attachments.Add(gobj);
4049 } 4119 }
4050 } 4120 }
4051 4121
4122 /// <summary>
4123 /// Get all the presence's attachments.
4124 /// </summary>
4125 /// <returns>A copy of the list which contains the attachments.</returns>
4126 public List<SceneObjectGroup> GetAttachments()
4127 {
4128 lock (m_attachments)
4129 return new List<SceneObjectGroup>(m_attachments);
4130 }
4131
4052 /// <summary> 4132 /// <summary>
4053 /// Get the scene object attached to the given point. 4133 /// Get the scene objects attached to the given point.
4054 /// </summary> 4134 /// </summary>
4055 /// <param name="attachmentPoint"></param> 4135 /// <param name="attachmentPoint"></param>
4056 /// <returns>Returns an empty list if there were no attachments at the point.</returns> 4136 /// <returns>Returns an empty list if there were no attachments at the point.</returns>
@@ -4062,7 +4142,7 @@ if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for ju
4062 { 4142 {
4063 foreach (SceneObjectGroup so in m_attachments) 4143 foreach (SceneObjectGroup so in m_attachments)
4064 { 4144 {
4065 if (attachmentPoint == so.RootPart.AttachmentPoint) 4145 if (attachmentPoint == so.AttachmentPoint)
4066 attachments.Add(so); 4146 attachments.Add(so);
4067 } 4147 }
4068 } 4148 }
@@ -4072,7 +4152,8 @@ if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for ju
4072 4152
4073 public bool HasAttachments() 4153 public bool HasAttachments()
4074 { 4154 {
4075 return m_attachments.Count > 0; 4155 lock (m_attachments)
4156 return m_attachments.Count > 0;
4076 } 4157 }
4077 4158
4078 public bool HasScriptedAttachments() 4159 public bool HasScriptedAttachments()
@@ -4094,12 +4175,16 @@ if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for ju
4094 public void RemoveAttachment(SceneObjectGroup gobj) 4175 public void RemoveAttachment(SceneObjectGroup gobj)
4095 { 4176 {
4096 lock (m_attachments) 4177 lock (m_attachments)
4097 { 4178 m_attachments.Remove(gobj);
4098 if (m_attachments.Contains(gobj)) 4179 }
4099 { 4180
4100 m_attachments.Remove(gobj); 4181 /// <summary>
4101 } 4182 /// Clear all attachments
4102 } 4183 /// </summary>
4184 public void ClearAttachments()
4185 {
4186 lock (m_attachments)
4187 m_attachments.Clear();
4103 } 4188 }
4104 4189
4105 public bool ValidateAttachments() 4190 public bool ValidateAttachments()
@@ -4110,12 +4195,22 @@ if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for ju
4110 foreach (SceneObjectGroup gobj in m_attachments) 4195 foreach (SceneObjectGroup gobj in m_attachments)
4111 { 4196 {
4112 if (gobj == null) 4197 if (gobj == null)
4198 {
4199 m_log.WarnFormat(
4200 "[SCENE PRESENCE]: Failed to validate an attachment for {0} since it was null", Name);
4113 return false; 4201 return false;
4202 }
4114 4203
4115 if (gobj.IsDeleted) 4204 if (gobj.IsDeleted)
4205 {
4206 m_log.WarnFormat(
4207 "[SCENE PRESENCE]: Failed to validate attachment {0} {1} for {2} since it had been deleted",
4208 gobj.Name, gobj.UUID, Name);
4116 return false; 4209 return false;
4210 }
4117 } 4211 }
4118 } 4212 }
4213
4119 return true; 4214 return true;
4120 } 4215 }
4121 4216
@@ -4553,4 +4648,4 @@ if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for ju
4553 } 4648 }
4554 } 4649 }
4555 } 4650 }
4556} 4651} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/SceneViewer.cs b/OpenSim/Region/Framework/Scenes/SceneViewer.cs
index f04ed4d..501487a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneViewer.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneViewer.cs
@@ -110,7 +110,7 @@ namespace OpenSim.Region.Framework.Scenes
110 { 110 {
111 SceneObjectPart part = m_partsUpdateQueue.Dequeue(); 111 SceneObjectPart part = m_partsUpdateQueue.Dequeue();
112 112
113 if (part.ParentGroup == null || part.ParentGroup.IsDeleted) 113 if (part.ParentGroup.IsDeleted)
114 continue; 114 continue;
115 115
116 if (m_updateTimes.ContainsKey(part.UUID)) 116 if (m_updateTimes.ContainsKey(part.UUID))
@@ -120,8 +120,7 @@ namespace OpenSim.Region.Framework.Scenes
120 // We deal with the possibility that two updates occur at 120 // We deal with the possibility that two updates occur at
121 // the same unix time at the update point itself. 121 // the same unix time at the update point itself.
122 122
123 if ((update.LastFullUpdateTime < part.TimeStampFull) || 123 if ((update.LastFullUpdateTime < part.TimeStampFull) || part.ParentGroup.IsAttachment)
124 part.IsAttachment)
125 { 124 {
126 // m_log.DebugFormat( 125 // m_log.DebugFormat(
127 // "[SCENE PRESENCE]: Fully updating prim {0}, {1} - part timestamp {2}", 126 // "[SCENE PRESENCE]: Fully updating prim {0}, {1} - part timestamp {2}",
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index d6e8223..11dad6c 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -53,19 +53,9 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
53 /// <summary> 53 /// <summary>
54 /// Deserialize a scene object from the original xml format 54 /// Deserialize a scene object from the original xml format
55 /// </summary> 55 /// </summary>
56 /// <param name="serialization"></param> 56 /// <param name="xmlData"></param>
57 /// <returns></returns> 57 /// <returns></returns>
58 public static SceneObjectGroup FromOriginalXmlFormat(string serialization) 58 public static SceneObjectGroup FromOriginalXmlFormat(string xmlData)
59 {
60 return FromOriginalXmlFormat(UUID.Zero, serialization);
61 }
62
63 /// <summary>
64 /// Deserialize a scene object from the original xml format
65 /// </summary>
66 /// <param name="serialization"></param>
67 /// <returns></returns>
68 public static SceneObjectGroup FromOriginalXmlFormat(UUID fromUserInventoryItemID, string xmlData)
69 { 59 {
70 //m_log.DebugFormat("[SOG]: Starting deserialization of SOG"); 60 //m_log.DebugFormat("[SOG]: Starting deserialization of SOG");
71 //int time = System.Environment.TickCount; 61 //int time = System.Environment.TickCount;
@@ -87,7 +77,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
87 77
88 sr = new StringReader(parts[0].InnerXml); 78 sr = new StringReader(parts[0].InnerXml);
89 reader = new XmlTextReader(sr); 79 reader = new XmlTextReader(sr);
90 SceneObjectGroup sceneObject = new SceneObjectGroup(SceneObjectPart.FromXml(fromUserInventoryItemID, reader)); 80 SceneObjectGroup sceneObject = new SceneObjectGroup(SceneObjectPart.FromXml(reader));
91 reader.Close(); 81 reader.Close();
92 sr.Close(); 82 sr.Close();
93 83
@@ -102,7 +92,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
102 sceneObject.AddPart(part); 92 sceneObject.AddPart(part);
103 part.LinkNum = linkNum; 93 part.LinkNum = linkNum;
104 part.TrimPermissions(); 94 part.TrimPermissions();
105 part.StoreUndoState(UndoType.STATE_ALL);
106 reader.Close(); 95 reader.Close();
107 sr.Close(); 96 sr.Close();
108 } 97 }
@@ -128,26 +117,36 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
128 /// <returns></returns> 117 /// <returns></returns>
129 public static string ToOriginalXmlFormat(SceneObjectGroup sceneObject) 118 public static string ToOriginalXmlFormat(SceneObjectGroup sceneObject)
130 { 119 {
120 return ToOriginalXmlFormat(sceneObject, true);
121 }
122
123 /// <summary>
124 /// Serialize a scene object to the original xml format
125 /// </summary>
126 /// <param name="sceneObject"></param>
127 /// <param name="doScriptStates">Control whether script states are also serialized.</para>
128 /// <returns></returns>
129 public static string ToOriginalXmlFormat(SceneObjectGroup sceneObject, bool doScriptStates)
130 {
131 using (StringWriter sw = new StringWriter()) 131 using (StringWriter sw = new StringWriter())
132 { 132 {
133 using (XmlTextWriter writer = new XmlTextWriter(sw)) 133 using (XmlTextWriter writer = new XmlTextWriter(sw))
134 { 134 {
135 ToOriginalXmlFormat(sceneObject, writer); 135 ToOriginalXmlFormat(sceneObject, writer, doScriptStates);
136 } 136 }
137 137
138 return sw.ToString(); 138 return sw.ToString();
139 } 139 }
140 } 140 }
141
142 141
143 /// <summary> 142 /// <summary>
144 /// Serialize a scene object to the original xml format 143 /// Serialize a scene object to the original xml format
145 /// </summary> 144 /// </summary>
146 /// <param name="sceneObject"></param> 145 /// <param name="sceneObject"></param>
147 /// <returns></returns> 146 /// <returns></returns>
148 public static void ToOriginalXmlFormat(SceneObjectGroup sceneObject, XmlTextWriter writer) 147 public static void ToOriginalXmlFormat(SceneObjectGroup sceneObject, XmlTextWriter writer, bool doScriptStates)
149 { 148 {
150 ToOriginalXmlFormat(sceneObject, writer, false); 149 ToOriginalXmlFormat(sceneObject, writer, doScriptStates, false);
151 } 150 }
152 151
153 /// <summary> 152 /// <summary>
@@ -157,10 +156,11 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
157 /// <param name="writer"></param> 156 /// <param name="writer"></param>
158 /// <param name="noRootElement">If false, don't write the enclosing SceneObjectGroup element</param> 157 /// <param name="noRootElement">If false, don't write the enclosing SceneObjectGroup element</param>
159 /// <returns></returns> 158 /// <returns></returns>
160 public static void ToOriginalXmlFormat(SceneObjectGroup sceneObject, XmlTextWriter writer, bool noRootElement) 159 public static void ToOriginalXmlFormat(
160 SceneObjectGroup sceneObject, XmlTextWriter writer, bool doScriptStates, bool noRootElement)
161 { 161 {
162 //m_log.DebugFormat("[SERIALIZER]: Starting serialization of {0}", Name); 162// m_log.DebugFormat("[SERIALIZER]: Starting serialization of {0}", sceneObject.Name);
163 //int time = System.Environment.TickCount; 163// int time = System.Environment.TickCount;
164 164
165 if (!noRootElement) 165 if (!noRootElement)
166 writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty); 166 writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty);
@@ -183,12 +183,14 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
183 } 183 }
184 184
185 writer.WriteEndElement(); // OtherParts 185 writer.WriteEndElement(); // OtherParts
186 sceneObject.SaveScriptedState(writer); 186
187 if (doScriptStates)
188 sceneObject.SaveScriptedState(writer);
187 189
188 if (!noRootElement) 190 if (!noRootElement)
189 writer.WriteEndElement(); // SceneObjectGroup 191 writer.WriteEndElement(); // SceneObjectGroup
190 192
191 //m_log.DebugFormat("[SERIALIZER]: Finished serialization of SOG {0}, {1}ms", Name, System.Environment.TickCount - time); 193// m_log.DebugFormat("[SERIALIZER]: Finished serialization of SOG {0}, {1}ms", sceneObject.Name, System.Environment.TickCount - time);
192 } 194 }
193 195
194 protected static void ToXmlFormat(SceneObjectPart part, XmlTextWriter writer) 196 protected static void ToXmlFormat(SceneObjectPart part, XmlTextWriter writer)
@@ -236,15 +238,14 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
236 if (originalLinkNum != 0) 238 if (originalLinkNum != 0)
237 part.LinkNum = originalLinkNum; 239 part.LinkNum = originalLinkNum;
238 240
239 part.StoreUndoState(UndoType.STATE_ALL);
240 reader.Close(); 241 reader.Close();
241 sr.Close(); 242 sr.Close();
242 } 243 }
243 244
244 // Script state may, or may not, exist. Not having any, is NOT 245 // Script state may, or may not, exist. Not having any, is NOT
245 // ever a problem. 246 // ever a problem.
246
247 sceneObject.LoadScriptState(doc); 247 sceneObject.LoadScriptState(doc);
248
248 return sceneObject; 249 return sceneObject;
249 } 250 }
250 catch (Exception e) 251 catch (Exception e)
@@ -1592,4 +1593,4 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1592 1593
1593 #endregion 1594 #endregion
1594 } 1595 }
1595} 1596} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Tests/AttachmentTests.cs b/OpenSim/Region/Framework/Scenes/Tests/AttachmentTests.cs
deleted file mode 100644
index cff649b..0000000
--- a/OpenSim/Region/Framework/Scenes/Tests/AttachmentTests.cs
+++ /dev/null
@@ -1,172 +0,0 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Text;
32using System.Threading;
33using System.Timers;
34using Timer=System.Timers.Timer;
35using Nini.Config;
36using NUnit.Framework;
37using OpenMetaverse;
38using OpenSim.Framework;
39using OpenSim.Framework.Communications;
40using OpenSim.Region.Framework.Scenes;
41using OpenSim.Region.Framework.Interfaces;
42using OpenSim.Region.CoreModules.World.Serialiser;
43using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
44using OpenSim.Tests.Common;
45using OpenSim.Tests.Common.Mock;
46
47namespace OpenSim.Region.Framework.Scenes.Tests
48{
49 /// <summary>
50 /// Attachment tests
51 /// </summary>
52 [TestFixture]
53 public class AttachmentTests
54 {
55 public Scene scene, scene2;
56 public UUID agent1;
57 public static Random random;
58 public ulong region1, region2;
59 public AgentCircuitData acd1;
60 public SceneObjectGroup sog1, sog2, sog3;
61
62 [TestFixtureSetUp]
63 public void Init()
64 {
65 TestHelper.InMethod();
66
67 scene = SceneSetupHelpers.SetupScene("Neighbour x", UUID.Random(), 1000, 1000);
68 scene2 = SceneSetupHelpers.SetupScene("Neighbour x+1", UUID.Random(), 1001, 1000);
69
70 ISharedRegionModule interregionComms = new LocalSimulationConnectorModule();
71 interregionComms.Initialise(new IniConfigSource());
72 interregionComms.PostInitialise();
73 SceneSetupHelpers.SetupSceneModules(scene, new IniConfigSource(), interregionComms);
74 SceneSetupHelpers.SetupSceneModules(scene2, new IniConfigSource(), interregionComms);
75
76 agent1 = UUID.Random();
77 random = new Random();
78 sog1 = NewSOG(UUID.Random(), scene, agent1);
79 sog2 = NewSOG(UUID.Random(), scene, agent1);
80 sog3 = NewSOG(UUID.Random(), scene, agent1);
81
82 //ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
83 region1 = scene.RegionInfo.RegionHandle;
84 region2 = scene2.RegionInfo.RegionHandle;
85
86 SceneSetupHelpers.AddRootAgent(scene, agent1);
87 }
88
89 [Test]
90 public void T030_TestAddAttachments()
91 {
92 TestHelper.InMethod();
93
94 ScenePresence presence = scene.GetScenePresence(agent1);
95
96 presence.AddAttachment(sog1);
97 presence.AddAttachment(sog2);
98 presence.AddAttachment(sog3);
99
100 Assert.That(presence.HasAttachments(), Is.True);
101 Assert.That(presence.ValidateAttachments(), Is.True);
102 }
103
104 [Test]
105 public void T031_RemoveAttachments()
106 {
107 TestHelper.InMethod();
108
109 ScenePresence presence = scene.GetScenePresence(agent1);
110 presence.RemoveAttachment(sog1);
111 presence.RemoveAttachment(sog2);
112 presence.RemoveAttachment(sog3);
113 Assert.That(presence.HasAttachments(), Is.False);
114 }
115
116 // I'm commenting this test because scene setup NEEDS InventoryService to
117 // be non-null
118 //[Test]
119 public void T032_CrossAttachments()
120 {
121 TestHelper.InMethod();
122
123 ScenePresence presence = scene.GetScenePresence(agent1);
124 ScenePresence presence2 = scene2.GetScenePresence(agent1);
125 presence2.AddAttachment(sog1);
126 presence2.AddAttachment(sog2);
127
128 ISharedRegionModule serialiser = new SerialiserModule();
129 SceneSetupHelpers.SetupSceneModules(scene, new IniConfigSource(), serialiser);
130 SceneSetupHelpers.SetupSceneModules(scene2, new IniConfigSource(), serialiser);
131
132 Assert.That(presence.HasAttachments(), Is.False, "Presence has attachments before cross");
133
134 //Assert.That(presence2.CrossAttachmentsIntoNewRegion(region1, true), Is.True, "Cross was not successful");
135 Assert.That(presence2.HasAttachments(), Is.False, "Presence2 objects were not deleted");
136 Assert.That(presence.HasAttachments(), Is.True, "Presence has not received new objects");
137 }
138
139 private SceneObjectGroup NewSOG(UUID uuid, Scene scene, UUID agent)
140 {
141 SceneObjectPart sop = new SceneObjectPart();
142 sop.Name = RandomName();
143 sop.Description = RandomName();
144 sop.Text = RandomName();
145 sop.SitName = RandomName();
146 sop.TouchName = RandomName();
147 sop.UUID = uuid;
148 sop.Shape = PrimitiveBaseShape.Default;
149 sop.Shape.State = 1;
150 sop.OwnerID = agent;
151
152 SceneObjectGroup sog = new SceneObjectGroup(sop);
153 sog.SetScene(scene);
154
155 return sog;
156 }
157
158 private static string RandomName()
159 {
160 StringBuilder name = new StringBuilder();
161 int size = random.Next(5,12);
162 char ch;
163 for (int i = 0; i < size; i++)
164 {
165 ch = Convert.ToChar(Convert.ToInt32(Math.Floor(26 * random.NextDouble() + 65))) ;
166 name.Append(ch);
167 }
168
169 return name.ToString();
170 }
171 }
172} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Tests/BorderTests.cs b/OpenSim/Region/Framework/Scenes/Tests/BorderTests.cs
index 3a0dd00..ab6311b 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/BorderTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/BorderTests.cs
@@ -41,7 +41,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
41 [Test] 41 [Test]
42 public void TestCross() 42 public void TestCross()
43 { 43 {
44 TestHelper.InMethod(); 44 TestHelpers.InMethod();
45 45
46 List<Border> testborders = new List<Border>(); 46 List<Border> testborders = new List<Border>();
47 47
@@ -99,7 +99,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
99 [Test] 99 [Test]
100 public void TestCrossSquare512() 100 public void TestCrossSquare512()
101 { 101 {
102 TestHelper.InMethod(); 102 TestHelpers.InMethod();
103 103
104 List<Border> testborders = new List<Border>(); 104 List<Border> testborders = new List<Border>();
105 105
@@ -179,7 +179,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
179 [Test] 179 [Test]
180 public void TestCrossRectangle512x256() 180 public void TestCrossRectangle512x256()
181 { 181 {
182 TestHelper.InMethod(); 182 TestHelpers.InMethod();
183 183
184 List<Border> testborders = new List<Border>(); 184 List<Border> testborders = new List<Border>();
185 185
@@ -259,7 +259,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
259 [Test] 259 [Test]
260 public void TestCrossOdd512x512w256hole() 260 public void TestCrossOdd512x512w256hole()
261 { 261 {
262 TestHelper.InMethod(); 262 TestHelpers.InMethod();
263 263
264 List<Border> testborders = new List<Border>(); 264 List<Border> testborders = new List<Border>();
265 // 512____ 265 // 512____
diff --git a/OpenSim/Region/Framework/Scenes/Tests/EntityManagerTests.cs b/OpenSim/Region/Framework/Scenes/Tests/EntityManagerTests.cs
index f69a4b4..a5d2b23 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/EntityManagerTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/EntityManagerTests.cs
@@ -45,12 +45,12 @@ namespace OpenSim.Region.Framework.Scenes.Tests
45 { 45 {
46 static public Random random; 46 static public Random random;
47 SceneObjectGroup found; 47 SceneObjectGroup found;
48 Scene scene = SceneSetupHelpers.SetupScene(); 48 Scene scene = SceneHelpers.SetupScene();
49 49
50 [Test] 50 [Test]
51 public void T010_AddObjects() 51 public void T010_AddObjects()
52 { 52 {
53 TestHelper.InMethod(); 53 TestHelpers.InMethod();
54 54
55 random = new Random(); 55 random = new Random();
56 SceneObjectGroup found; 56 SceneObjectGroup found;
@@ -85,7 +85,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
85 [Test] 85 [Test]
86 public void T011_ThreadAddRemoveTest() 86 public void T011_ThreadAddRemoveTest()
87 { 87 {
88 TestHelper.InMethod(); 88 TestHelpers.InMethod();
89 89
90 // This test adds and removes with mutiple threads, attempting to break the 90 // This test adds and removes with mutiple threads, attempting to break the
91 // uuid and localid dictionary coherence. 91 // uuid and localid dictionary coherence.
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneGraphTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneGraphTests.cs
index 895f2bb..9a60e50 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneGraphTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneGraphTests.cs
@@ -43,8 +43,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
43 [Test] 43 [Test]
44 public void TestDuplicateObject() 44 public void TestDuplicateObject()
45 { 45 {
46 TestHelper.InMethod(); 46 TestHelpers.InMethod();
47 Scene scene = SceneSetupHelpers.SetupScene(); 47 Scene scene = SceneHelpers.SetupScene();
48 48
49 UUID ownerId = new UUID("00000000-0000-0000-0000-000000000010"); 49 UUID ownerId = new UUID("00000000-0000-0000-0000-000000000010");
50 string part1Name = "part1"; 50 string part1Name = "part1";
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs
index 0a82c4f..1ea2329 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs
@@ -49,9 +49,9 @@ namespace OpenSim.Region.Framework.Scenes.Tests
49 [Test] 49 [Test]
50 public void TestAddSceneObject() 50 public void TestAddSceneObject()
51 { 51 {
52 TestHelper.InMethod(); 52 TestHelpers.InMethod();
53 53
54 Scene scene = SceneSetupHelpers.SetupScene(); 54 Scene scene = SceneHelpers.SetupScene();
55 55
56 string objName = "obj1"; 56 string objName = "obj1";
57 UUID objUuid = new UUID("00000000-0000-0000-0000-000000000001"); 57 UUID objUuid = new UUID("00000000-0000-0000-0000-000000000001");
@@ -76,9 +76,9 @@ namespace OpenSim.Region.Framework.Scenes.Tests
76 /// </summary> 76 /// </summary>
77 public void TestAddExistingSceneObjectUuid() 77 public void TestAddExistingSceneObjectUuid()
78 { 78 {
79 TestHelper.InMethod(); 79 TestHelpers.InMethod();
80 80
81 Scene scene = SceneSetupHelpers.SetupScene(); 81 Scene scene = SceneHelpers.SetupScene();
82 82
83 string obj1Name = "Alfred"; 83 string obj1Name = "Alfred";
84 string obj2Name = "Betty"; 84 string obj2Name = "Betty";
@@ -110,10 +110,10 @@ namespace OpenSim.Region.Framework.Scenes.Tests
110 [Test] 110 [Test]
111 public void TestDeleteSceneObject() 111 public void TestDeleteSceneObject()
112 { 112 {
113 TestHelper.InMethod(); 113 TestHelpers.InMethod();
114 114
115 TestScene scene = SceneSetupHelpers.SetupScene(); 115 TestScene scene = SceneHelpers.SetupScene();
116 SceneObjectPart part = SceneSetupHelpers.AddSceneObject(scene); 116 SceneObjectPart part = SceneHelpers.AddSceneObject(scene);
117 scene.DeleteSceneObject(part.ParentGroup, false); 117 scene.DeleteSceneObject(part.ParentGroup, false);
118 118
119 SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId); 119 SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);
@@ -126,20 +126,20 @@ namespace OpenSim.Region.Framework.Scenes.Tests
126 [Test] 126 [Test]
127 public void TestDeleteSceneObjectAsync() 127 public void TestDeleteSceneObjectAsync()
128 { 128 {
129 TestHelper.InMethod(); 129 TestHelpers.InMethod();
130 //log4net.Config.XmlConfigurator.Configure(); 130 //log4net.Config.XmlConfigurator.Configure();
131 131
132 UUID agentId = UUID.Parse("00000000-0000-0000-0000-000000000001"); 132 UUID agentId = UUID.Parse("00000000-0000-0000-0000-000000000001");
133 133
134 TestScene scene = SceneSetupHelpers.SetupScene(); 134 TestScene scene = SceneHelpers.SetupScene();
135 135
136 // Turn off the timer on the async sog deleter - we'll crank it by hand for this test. 136 // Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
137 AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter; 137 AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
138 sogd.Enabled = false; 138 sogd.Enabled = false;
139 139
140 SceneObjectPart part = SceneSetupHelpers.AddSceneObject(scene); 140 SceneObjectPart part = SceneHelpers.AddSceneObject(scene);
141 141
142 IClientAPI client = SceneSetupHelpers.AddRootAgent(scene, agentId); 142 IClientAPI client = SceneHelpers.AddScenePresence(scene, agentId).ControllingClient;
143 scene.DeRezObjects(client, new System.Collections.Generic.List<uint>() { part.LocalId }, UUID.Zero, DeRezAction.Delete, UUID.Zero); 143 scene.DeRezObjects(client, new System.Collections.Generic.List<uint>() { part.LocalId }, UUID.Zero, DeRezAction.Delete, UUID.Zero);
144 144
145 SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId); 145 SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs
index 5357a06..654b1a2 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs
@@ -56,17 +56,17 @@ namespace OpenSim.Region.Framework.Scenes.Tests
56 [Test] 56 [Test]
57 public void TestDeRezSceneObject() 57 public void TestDeRezSceneObject()
58 { 58 {
59 TestHelper.InMethod(); 59 TestHelpers.InMethod();
60// log4net.Config.XmlConfigurator.Configure(); 60// log4net.Config.XmlConfigurator.Configure();
61 61
62 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001"); 62 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");
63 63
64 TestScene scene = SceneSetupHelpers.SetupScene(); 64 TestScene scene = SceneHelpers.SetupScene();
65 IConfigSource configSource = new IniConfigSource(); 65 IConfigSource configSource = new IniConfigSource();
66 IConfig config = configSource.AddConfig("Startup"); 66 IConfig config = configSource.AddConfig("Startup");
67 config.Set("serverside_object_permissions", true); 67 config.Set("serverside_object_permissions", true);
68 SceneSetupHelpers.SetupSceneModules(scene, configSource, new object[] { new PermissionsModule() }); 68 SceneHelpers.SetupSceneModules(scene, configSource, new object[] { new PermissionsModule() });
69 TestClient client = SceneSetupHelpers.AddRootAgent(scene, userId); 69 IClientAPI client = SceneHelpers.AddScenePresence(scene, userId).ControllingClient;
70 70
71 // Turn off the timer on the async sog deleter - we'll crank it by hand for this test. 71 // Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
72 AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter; 72 AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
@@ -94,18 +94,18 @@ namespace OpenSim.Region.Framework.Scenes.Tests
94 [Test] 94 [Test]
95 public void TestDeRezSceneObjectNotOwner() 95 public void TestDeRezSceneObjectNotOwner()
96 { 96 {
97 TestHelper.InMethod(); 97 TestHelpers.InMethod();
98// log4net.Config.XmlConfigurator.Configure(); 98// log4net.Config.XmlConfigurator.Configure();
99 99
100 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001"); 100 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");
101 UUID objectOwnerId = UUID.Parse("20000000-0000-0000-0000-000000000001"); 101 UUID objectOwnerId = UUID.Parse("20000000-0000-0000-0000-000000000001");
102 102
103 TestScene scene = SceneSetupHelpers.SetupScene(); 103 TestScene scene = SceneHelpers.SetupScene();
104 IConfigSource configSource = new IniConfigSource(); 104 IConfigSource configSource = new IniConfigSource();
105 IConfig config = configSource.AddConfig("Startup"); 105 IConfig config = configSource.AddConfig("Startup");
106 config.Set("serverside_object_permissions", true); 106 config.Set("serverside_object_permissions", true);
107 SceneSetupHelpers.SetupSceneModules(scene, configSource, new object[] { new PermissionsModule() }); 107 SceneHelpers.SetupSceneModules(scene, configSource, new object[] { new PermissionsModule() });
108 TestClient client = SceneSetupHelpers.AddRootAgent(scene, userId); 108 IClientAPI client = SceneHelpers.AddScenePresence(scene, userId).ControllingClient;
109 109
110 // Turn off the timer on the async sog deleter - we'll crank it by hand for this test. 110 // Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
111 AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter; 111 AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs
index cb1d531..2912a46 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs
@@ -50,14 +50,14 @@ namespace OpenSim.Region.Framework.Scenes.Tests
50 [Test] 50 [Test]
51 public void TestLinkDelink2SceneObjects() 51 public void TestLinkDelink2SceneObjects()
52 { 52 {
53 TestHelper.InMethod(); 53 TestHelpers.InMethod();
54 54
55 bool debugtest = false; 55 bool debugtest = false;
56 56
57 Scene scene = SceneSetupHelpers.SetupScene(); 57 Scene scene = SceneHelpers.SetupScene();
58 SceneObjectPart part1 = SceneSetupHelpers.AddSceneObject(scene); 58 SceneObjectPart part1 = SceneHelpers.AddSceneObject(scene);
59 SceneObjectGroup grp1 = part1.ParentGroup; 59 SceneObjectGroup grp1 = part1.ParentGroup;
60 SceneObjectPart part2 = SceneSetupHelpers.AddSceneObject(scene); 60 SceneObjectPart part2 = SceneHelpers.AddSceneObject(scene);
61 SceneObjectGroup grp2 = part2.ParentGroup; 61 SceneObjectGroup grp2 = part2.ParentGroup;
62 62
63 grp1.AbsolutePosition = new Vector3(10, 10, 10); 63 grp1.AbsolutePosition = new Vector3(10, 10, 10);
@@ -132,18 +132,18 @@ namespace OpenSim.Region.Framework.Scenes.Tests
132 [Test] 132 [Test]
133 public void TestLinkDelink2groups4SceneObjects() 133 public void TestLinkDelink2groups4SceneObjects()
134 { 134 {
135 TestHelper.InMethod(); 135 TestHelpers.InMethod();
136 136
137 bool debugtest = false; 137 bool debugtest = false;
138 138
139 Scene scene = SceneSetupHelpers.SetupScene(); 139 Scene scene = SceneHelpers.SetupScene();
140 SceneObjectPart part1 = SceneSetupHelpers.AddSceneObject(scene); 140 SceneObjectPart part1 = SceneHelpers.AddSceneObject(scene);
141 SceneObjectGroup grp1 = part1.ParentGroup; 141 SceneObjectGroup grp1 = part1.ParentGroup;
142 SceneObjectPart part2 = SceneSetupHelpers.AddSceneObject(scene); 142 SceneObjectPart part2 = SceneHelpers.AddSceneObject(scene);
143 SceneObjectGroup grp2 = part2.ParentGroup; 143 SceneObjectGroup grp2 = part2.ParentGroup;
144 SceneObjectPart part3 = SceneSetupHelpers.AddSceneObject(scene); 144 SceneObjectPart part3 = SceneHelpers.AddSceneObject(scene);
145 SceneObjectGroup grp3 = part3.ParentGroup; 145 SceneObjectGroup grp3 = part3.ParentGroup;
146 SceneObjectPart part4 = SceneSetupHelpers.AddSceneObject(scene); 146 SceneObjectPart part4 = SceneHelpers.AddSceneObject(scene);
147 SceneObjectGroup grp4 = part4.ParentGroup; 147 SceneObjectGroup grp4 = part4.ParentGroup;
148 148
149 grp1.AbsolutePosition = new Vector3(10, 10, 10); 149 grp1.AbsolutePosition = new Vector3(10, 10, 10);
@@ -266,10 +266,10 @@ namespace OpenSim.Region.Framework.Scenes.Tests
266 [Test] 266 [Test]
267 public void TestNewSceneObjectLinkPersistence() 267 public void TestNewSceneObjectLinkPersistence()
268 { 268 {
269 TestHelper.InMethod(); 269 TestHelpers.InMethod();
270 //log4net.Config.XmlConfigurator.Configure(); 270 //log4net.Config.XmlConfigurator.Configure();
271 271
272 TestScene scene = SceneSetupHelpers.SetupScene(); 272 TestScene scene = SceneHelpers.SetupScene();
273 273
274 string rootPartName = "rootpart"; 274 string rootPartName = "rootpart";
275 UUID rootPartUuid = new UUID("00000000-0000-0000-0000-000000000001"); 275 UUID rootPartUuid = new UUID("00000000-0000-0000-0000-000000000001");
@@ -305,10 +305,10 @@ namespace OpenSim.Region.Framework.Scenes.Tests
305 [Test] 305 [Test]
306 public void TestDelinkPersistence() 306 public void TestDelinkPersistence()
307 { 307 {
308 TestHelper.InMethod(); 308 TestHelpers.InMethod();
309 //log4net.Config.XmlConfigurator.Configure(); 309 //log4net.Config.XmlConfigurator.Configure();
310 310
311 TestScene scene = SceneSetupHelpers.SetupScene(); 311 TestScene scene = SceneHelpers.SetupScene();
312 312
313 string rootPartName = "rootpart"; 313 string rootPartName = "rootpart";
314 UUID rootPartUuid = new UUID("00000000-0000-0000-0000-000000000001"); 314 UUID rootPartUuid = new UUID("00000000-0000-0000-0000-000000000001");
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
new file mode 100644
index 0000000..b49c6e7
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
@@ -0,0 +1,104 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Reflection;
30using NUnit.Framework;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Framework.Communications;
34using OpenSim.Region.Framework.Scenes;
35using OpenSim.Tests.Common;
36using OpenSim.Tests.Common.Mock;
37
38namespace OpenSim.Region.Framework.Scenes.Tests
39{
40 /// <summary>
41 /// Basic scene object resize tests
42 /// </summary>
43 [TestFixture]
44 public class SceneObjectResizeTests
45 {
46 /// <summary>
47 /// Test resizing an object
48 /// </summary>
49 [Test]
50 public void TestResizeSceneObject()
51 {
52 TestHelpers.InMethod();
53// log4net.Config.XmlConfigurator.Configure();
54
55 Scene scene = SceneHelpers.SetupScene();
56 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene).ParentGroup;
57
58 g1.GroupResize(new Vector3(2, 3, 4));
59
60 SceneObjectGroup g1Post = scene.GetSceneObjectGroup(g1.UUID);
61
62 Assert.That(g1Post.RootPart.Scale.X, Is.EqualTo(2));
63 Assert.That(g1Post.RootPart.Scale.Y, Is.EqualTo(3));
64 Assert.That(g1Post.RootPart.Scale.Z, Is.EqualTo(4));
65
66 Assert.That(g1Post.RootPart.UndoCount, Is.EqualTo(1));
67 }
68
69 /// <summary>
70 /// Test resizing an individual part in a scene object.
71 /// </summary>
72 [Test]
73 public void TestResizeSceneObjectPart()
74 {
75 TestHelpers.InMethod();
76 //log4net.Config.XmlConfigurator.Configure();
77
78 Scene scene = SceneHelpers.SetupScene();
79
80 SceneObjectGroup g1 = SceneHelpers.CreateSceneObject(2, UUID.Zero);
81 g1.RootPart.Scale = new Vector3(2, 3, 4);
82 g1.Parts[1].Scale = new Vector3(5, 6, 7);
83
84 scene.AddSceneObject(g1);
85
86 SceneObjectGroup g1Post = scene.GetSceneObjectGroup(g1.UUID);
87
88 g1Post.Parts[1].Resize(new Vector3(8, 9, 10));
89
90 SceneObjectGroup g1PostPost = scene.GetSceneObjectGroup(g1.UUID);
91
92 SceneObjectPart g1RootPart = g1PostPost.RootPart;
93 SceneObjectPart g1ChildPart = g1PostPost.Parts[1];
94
95 Assert.That(g1RootPart.Scale.X, Is.EqualTo(2));
96 Assert.That(g1RootPart.Scale.Y, Is.EqualTo(3));
97 Assert.That(g1RootPart.Scale.Z, Is.EqualTo(4));
98
99 Assert.That(g1ChildPart.Scale.X, Is.EqualTo(8));
100 Assert.That(g1ChildPart.Scale.Y, Is.EqualTo(9));
101 Assert.That(g1ChildPart.Scale.Z, Is.EqualTo(10));
102 }
103 }
104} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectStatusTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectStatusTests.cs
new file mode 100644
index 0000000..2a342d5
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectStatusTests.cs
@@ -0,0 +1,66 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Reflection;
30using NUnit.Framework;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Framework.Communications;
34using OpenSim.Region.Framework.Scenes;
35using OpenSim.Tests.Common;
36using OpenSim.Tests.Common.Mock;
37
38namespace OpenSim.Region.Framework.Scenes.Tests
39{
40 /// <summary>
41 /// Basic scene object status tests
42 /// </summary>
43 [TestFixture]
44 public class SceneObjectStatusTests
45 {
46 [Test]
47 public void TestSetPhantom()
48 {
49 TestHelpers.InMethod();
50
51// Scene scene = SceneSetupHelpers.SetupScene();
52 SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, UUID.Zero);
53 SceneObjectPart rootPart = so.RootPart;
54 Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.None));
55
56 so.ScriptSetPhantomStatus(true);
57
58// Console.WriteLine("so.RootPart.Flags [{0}]", so.RootPart.Flags);
59 Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.Phantom));
60
61 so.ScriptSetPhantomStatus(false);
62
63 Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.None));
64 }
65 }
66} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
index 77bd4c2..c13d82e 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
@@ -53,12 +53,12 @@ namespace OpenSim.Region.Framework.Scenes.Tests
53 [Test] 53 [Test]
54 public void TestShareWithGroup() 54 public void TestShareWithGroup()
55 { 55 {
56 TestHelper.InMethod(); 56 TestHelpers.InMethod();
57// log4net.Config.XmlConfigurator.Configure(); 57// log4net.Config.XmlConfigurator.Configure();
58 58
59 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001"); 59 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");
60 60
61 TestScene scene = SceneSetupHelpers.SetupScene(); 61 TestScene scene = SceneHelpers.SetupScene();
62 IConfigSource configSource = new IniConfigSource(); 62 IConfigSource configSource = new IniConfigSource();
63 63
64 IConfig startupConfig = configSource.AddConfig("Startup"); 64 IConfig startupConfig = configSource.AddConfig("Startup");
@@ -69,13 +69,13 @@ namespace OpenSim.Region.Framework.Scenes.Tests
69 groupsConfig.Set("Module", "GroupsModule"); 69 groupsConfig.Set("Module", "GroupsModule");
70 groupsConfig.Set("DebugEnabled", true); 70 groupsConfig.Set("DebugEnabled", true);
71 71
72 SceneSetupHelpers.SetupSceneModules( 72 SceneHelpers.SetupSceneModules(
73 scene, configSource, new object[] 73 scene, configSource, new object[]
74 { new PermissionsModule(), 74 { new PermissionsModule(),
75 new GroupsModule(), 75 new GroupsModule(),
76 new MockGroupsServicesConnector() }); 76 new MockGroupsServicesConnector() });
77 77
78 TestClient client = SceneSetupHelpers.AddRootAgent(scene, userId); 78 IClientAPI client = SceneHelpers.AddScenePresence(scene, userId).ControllingClient;
79 79
80 IGroupsModule groupsModule = scene.RequestModuleInterface<IGroupsModule>(); 80 IGroupsModule groupsModule = scene.RequestModuleInterface<IGroupsModule>();
81 81
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs
index 03ac252..ce9d418 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs
@@ -51,7 +51,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
51 /// Scene presence tests 51 /// Scene presence tests
52 /// </summary> 52 /// </summary>
53 [TestFixture] 53 [TestFixture]
54 public class ScenePresenceTests 54 public class ScenePresenceAgentTests
55 { 55 {
56 public Scene scene, scene2, scene3; 56 public Scene scene, scene2, scene3;
57 public UUID agent1, agent2, agent3; 57 public UUID agent1, agent2, agent3;
@@ -64,90 +64,140 @@ namespace OpenSim.Region.Framework.Scenes.Tests
64 [TestFixtureSetUp] 64 [TestFixtureSetUp]
65 public void Init() 65 public void Init()
66 { 66 {
67 TestHelper.InMethod(); 67 TestHelpers.InMethod();
68 68
69 scene = SceneSetupHelpers.SetupScene("Neighbour x", UUID.Random(), 1000, 1000); 69 scene = SceneHelpers.SetupScene("Neighbour x", UUID.Random(), 1000, 1000);
70 scene2 = SceneSetupHelpers.SetupScene("Neighbour x+1", UUID.Random(), 1001, 1000); 70 scene2 = SceneHelpers.SetupScene("Neighbour x+1", UUID.Random(), 1001, 1000);
71 scene3 = SceneSetupHelpers.SetupScene("Neighbour x-1", UUID.Random(), 999, 1000); 71 scene3 = SceneHelpers.SetupScene("Neighbour x-1", UUID.Random(), 999, 1000);
72 72
73 ISharedRegionModule interregionComms = new LocalSimulationConnectorModule(); 73 ISharedRegionModule interregionComms = new LocalSimulationConnectorModule();
74 interregionComms.Initialise(new IniConfigSource()); 74 interregionComms.Initialise(new IniConfigSource());
75 interregionComms.PostInitialise(); 75 interregionComms.PostInitialise();
76 SceneSetupHelpers.SetupSceneModules(scene, new IniConfigSource(), interregionComms); 76 SceneHelpers.SetupSceneModules(scene, new IniConfigSource(), interregionComms);
77 SceneSetupHelpers.SetupSceneModules(scene2, new IniConfigSource(), interregionComms); 77 SceneHelpers.SetupSceneModules(scene2, new IniConfigSource(), interregionComms);
78 SceneSetupHelpers.SetupSceneModules(scene3, new IniConfigSource(), interregionComms); 78 SceneHelpers.SetupSceneModules(scene3, new IniConfigSource(), interregionComms);
79 79
80 agent1 = UUID.Random(); 80 agent1 = UUID.Random();
81 agent2 = UUID.Random(); 81 agent2 = UUID.Random();
82 agent3 = UUID.Random(); 82 agent3 = UUID.Random();
83 random = new Random(); 83 random = new Random();
84 sog1 = NewSOG(UUID.Random(), scene, agent1); 84 sog1 = SceneHelpers.CreateSceneObject(1, agent1);
85 sog2 = NewSOG(UUID.Random(), scene, agent1); 85 scene.AddSceneObject(sog1);
86 sog3 = NewSOG(UUID.Random(), scene, agent1); 86 sog2 = SceneHelpers.CreateSceneObject(1, agent1);
87 scene.AddSceneObject(sog2);
88 sog3 = SceneHelpers.CreateSceneObject(1, agent1);
89 scene.AddSceneObject(sog3);
87 90
88 //ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
89 region1 = scene.RegionInfo.RegionHandle; 91 region1 = scene.RegionInfo.RegionHandle;
90 region2 = scene2.RegionInfo.RegionHandle; 92 region2 = scene2.RegionInfo.RegionHandle;
91 region3 = scene3.RegionInfo.RegionHandle; 93 region3 = scene3.RegionInfo.RegionHandle;
92 } 94 }
93 95
94 /// <summary>
95 /// Test adding a root agent to a scene. Doesn't yet actually complete crossing the agent into the scene.
96 /// </summary>
97 [Test] 96 [Test]
98 public void T010_TestAddRootAgent() 97 public void TestCloseAgent()
99 { 98 {
100 TestHelper.InMethod(); 99 TestHelpers.InMethod();
101 100// log4net.Config.XmlConfigurator.Configure();
102 string firstName = "testfirstname";
103
104 AgentCircuitData agent = new AgentCircuitData();
105 agent.AgentID = agent1;
106 agent.firstname = firstName;
107 agent.lastname = "testlastname";
108 agent.SessionID = UUID.Random();
109 agent.SecureSessionID = UUID.Random();
110 agent.circuitcode = 123;
111 agent.BaseFolder = UUID.Zero;
112 agent.InventoryFolder = UUID.Zero;
113 agent.startpos = Vector3.Zero;
114 agent.CapsPath = GetRandomCapsObjectPath();
115 agent.ChildrenCapSeeds = new Dictionary<ulong, string>();
116 agent.child = true;
117 101
118 scene.PresenceService.LoginAgent(agent.AgentID.ToString(), agent.SessionID, agent.SecureSessionID); 102 TestScene scene = SceneHelpers.SetupScene();
103 ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
119 104
120 string reason; 105 Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(sp.UUID), Is.Not.Null);
121 scene.NewUserConnection(agent, (uint)TeleportFlags.ViaLogin, out reason);
122 testclient = new TestClient(agent, scene);
123 scene.AddNewClient(testclient);
124 106
125 ScenePresence presence = scene.GetScenePresence(agent1); 107 scene.IncomingCloseAgent(sp.UUID);
126 108
127 Assert.That(presence, Is.Not.Null, "presence is null"); 109 Assert.That(scene.GetScenePresence(sp.UUID), Is.Null);
128 Assert.That(presence.Firstname, Is.EqualTo(firstName), "First name not same"); 110 Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(sp.UUID), Is.Null);
129 acd1 = agent;
130 } 111 }
131 112
132 /// <summary> 113 /// <summary>
133 /// Test removing an uncrossed root agent from a scene. 114 /// Test that if a root agent logs into a region, a child agent is also established in the neighbouring region
134 /// </summary> 115 /// </summary>
116 /// <remarks>
117 /// Please note that unlike the other tests here, this doesn't rely on structures
118 /// </remarks>
135 [Test] 119 [Test]
136 public void T011_TestRemoveRootAgent() 120 public void TestChildAgentEstablished()
137 { 121 {
138 TestHelper.InMethod(); 122 TestHelpers.InMethod();
139 123// log4net.Config.XmlConfigurator.Configure();
140 scene.RemoveClient(agent1); 124
141 125 UUID agent1Id = UUID.Parse("00000000-0000-0000-0000-000000000001");
142 ScenePresence presence = scene.GetScenePresence(agent1); 126
127 TestScene myScene1 = SceneHelpers.SetupScene("Neighbour y", UUID.Random(), 1000, 1000);
128// TestScene myScene2 = SceneHelpers.SetupScene("Neighbour y + 1", UUID.Random(), 1001, 1000);
129
130 IConfigSource configSource = new IniConfigSource();
131 configSource.AddConfig("Modules").Set("EntityTransferModule", "BasicEntityTransferModule");
132 EntityTransferModule etm = new EntityTransferModule();
133
134 SceneHelpers.SetupSceneModules(myScene1, configSource, etm);
135
136 SceneHelpers.AddScenePresence(myScene1, agent1Id);
137// ScenePresence childPresence = myScene2.GetScenePresence(agent1);
143 138
144 Assert.That(presence, Is.Null, "presence is not null"); 139 // TODO: Need to do a fair amount of work to allow synchronous establishment of child agents
140// Assert.That(childPresence, Is.Not.Null);
141// Assert.That(childPresence.IsChildAgent, Is.True);
145 } 142 }
146 143
144// /// <summary>
145// /// Test adding a root agent to a scene. Doesn't yet actually complete crossing the agent into the scene.
146// /// </summary>
147// [Test]
148// public void T010_TestAddRootAgent()
149// {
150// TestHelpers.InMethod();
151//
152// string firstName = "testfirstname";
153//
154// AgentCircuitData agent = new AgentCircuitData();
155// agent.AgentID = agent1;
156// agent.firstname = firstName;
157// agent.lastname = "testlastname";
158// agent.SessionID = UUID.Random();
159// agent.SecureSessionID = UUID.Random();
160// agent.circuitcode = 123;
161// agent.BaseFolder = UUID.Zero;
162// agent.InventoryFolder = UUID.Zero;
163// agent.startpos = Vector3.Zero;
164// agent.CapsPath = GetRandomCapsObjectPath();
165// agent.ChildrenCapSeeds = new Dictionary<ulong, string>();
166// agent.child = true;
167//
168// scene.PresenceService.LoginAgent(agent.AgentID.ToString(), agent.SessionID, agent.SecureSessionID);
169//
170// string reason;
171// scene.NewUserConnection(agent, (uint)TeleportFlags.ViaLogin, out reason);
172// testclient = new TestClient(agent, scene);
173// scene.AddNewClient(testclient);
174//
175// ScenePresence presence = scene.GetScenePresence(agent1);
176//
177// Assert.That(presence, Is.Not.Null, "presence is null");
178// Assert.That(presence.Firstname, Is.EqualTo(firstName), "First name not same");
179// acd1 = agent;
180// }
181//
182// /// <summary>
183// /// Test removing an uncrossed root agent from a scene.
184// /// </summary>
185// [Test]
186// public void T011_TestRemoveRootAgent()
187// {
188// TestHelpers.InMethod();
189//
190// scene.RemoveClient(agent1);
191//
192// ScenePresence presence = scene.GetScenePresence(agent1);
193//
194// Assert.That(presence, Is.Null, "presence is not null");
195// }
196
147 [Test] 197 [Test]
148 public void T012_TestAddNeighbourRegion() 198 public void T012_TestAddNeighbourRegion()
149 { 199 {
150 TestHelper.InMethod(); 200 TestHelpers.InMethod();
151 201
152 string reason; 202 string reason;
153 203
@@ -157,7 +207,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
157 scene.NewUserConnection(acd1, 0, out reason); 207 scene.NewUserConnection(acd1, 0, out reason);
158 if (testclient == null) 208 if (testclient == null)
159 testclient = new TestClient(acd1, scene); 209 testclient = new TestClient(acd1, scene);
160 scene.AddNewClient(testclient); 210 scene.AddNewClient(testclient, PresenceType.User);
161 211
162 ScenePresence presence = scene.GetScenePresence(agent1); 212 ScenePresence presence = scene.GetScenePresence(agent1);
163 presence.MakeRootAgent(new Vector3(90,90,90),false); 213 presence.MakeRootAgent(new Vector3(90,90,90),false);
@@ -175,7 +225,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
175 [Test] 225 [Test]
176 public void T013_TestRemoveNeighbourRegion() 226 public void T013_TestRemoveNeighbourRegion()
177 { 227 {
178 TestHelper.InMethod(); 228 TestHelpers.InMethod();
179 229
180 ScenePresence presence = scene.GetScenePresence(agent1); 230 ScenePresence presence = scene.GetScenePresence(agent1);
181 presence.RemoveNeighbourRegion(region3); 231 presence.RemoveNeighbourRegion(region3);
@@ -188,37 +238,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests
188 CompleteAvatarMovement 238 CompleteAvatarMovement
189 */ 239 */
190 } 240 }
191
192 /// <summary>
193 /// Test that if a root agent logs into a region, a child agent is also established in the neighbouring region
194 /// </summary>
195 /// <remarks>
196 /// Please note that unlike the other tests here, this doesn't rely on structures
197 /// </remarks>
198 [Test]
199 public void TestChildAgentEstablished()
200 {
201 TestHelper.InMethod();
202// log4net.Config.XmlConfigurator.Configure();
203
204 UUID agent1Id = UUID.Parse("00000000-0000-0000-0000-000000000001");
205
206 TestScene myScene1 = SceneSetupHelpers.SetupScene("Neighbour y", UUID.Random(), 1000, 1000);
207 TestScene myScene2 = SceneSetupHelpers.SetupScene("Neighbour y + 1", UUID.Random(), 1001, 1000);
208
209 IConfigSource configSource = new IniConfigSource();
210 configSource.AddConfig("Modules").Set("EntityTransferModule", "BasicEntityTransferModule");
211 EntityTransferModule etm = new EntityTransferModule();
212
213 SceneSetupHelpers.SetupSceneModules(myScene1, configSource, etm);
214
215 SceneSetupHelpers.AddRootAgent(myScene1, agent1Id);
216 ScenePresence childPresence = myScene2.GetScenePresence(agent1);
217
218 // TODO: Need to do a fair amount of work to allow synchronous establishment of child agents
219// Assert.That(childPresence, Is.Not.Null);
220// Assert.That(childPresence.IsChildAgent, Is.True);
221 }
222 241
223 // I'm commenting this test because it does not represent 242 // I'm commenting this test because it does not represent
224 // crossings. The Thread.Sleep's in here are not meaningful mocks, 243 // crossings. The Thread.Sleep's in here are not meaningful mocks,
@@ -230,7 +249,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
230 //[Test] 249 //[Test]
231 public void T021_TestCrossToNewRegion() 250 public void T021_TestCrossToNewRegion()
232 { 251 {
233 TestHelper.InMethod(); 252 TestHelpers.InMethod();
234 253
235 scene.RegisterRegionWithGrid(); 254 scene.RegisterRegionWithGrid();
236 scene2.RegisterRegionWithGrid(); 255 scene2.RegisterRegionWithGrid();
@@ -238,7 +257,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
238 // Adding child agent to region 1001 257 // Adding child agent to region 1001
239 string reason; 258 string reason;
240 scene2.NewUserConnection(acd1,0, out reason); 259 scene2.NewUserConnection(acd1,0, out reason);
241 scene2.AddNewClient(testclient); 260 scene2.AddNewClient(testclient, PresenceType.User);
242 261
243 ScenePresence presence = scene.GetScenePresence(agent1); 262 ScenePresence presence = scene.GetScenePresence(agent1);
244 presence.MakeRootAgent(new Vector3(0,unchecked(Constants.RegionSize-1),0), true); 263 presence.MakeRootAgent(new Vector3(0,unchecked(Constants.RegionSize-1),0), true);
@@ -338,6 +357,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
338 agent.InventoryFolder = UUID.Zero; 357 agent.InventoryFolder = UUID.Zero;
339 agent.startpos = Vector3.Zero; 358 agent.startpos = Vector3.Zero;
340 agent.CapsPath = GetRandomCapsObjectPath(); 359 agent.CapsPath = GetRandomCapsObjectPath();
360 agent.Appearance = new AvatarAppearance();
341 361
342 acd1 = agent; 362 acd1 = agent;
343 } 363 }
@@ -349,37 +369,5 @@ namespace OpenSim.Region.Framework.Scenes.Tests
349 capsPath = capsPath.Remove(capsPath.Length - 4, 4); 369 capsPath = capsPath.Remove(capsPath.Length - 4, 4);
350 return capsPath; 370 return capsPath;
351 } 371 }
352
353 private SceneObjectGroup NewSOG(UUID uuid, Scene scene, UUID agent)
354 {
355 SceneObjectPart sop = new SceneObjectPart();
356 sop.Name = RandomName();
357 sop.Description = RandomName();
358 sop.Text = RandomName();
359 sop.SitName = RandomName();
360 sop.TouchName = RandomName();
361 sop.UUID = uuid;
362 sop.Shape = PrimitiveBaseShape.Default;
363 sop.Shape.State = 1;
364 sop.OwnerID = agent;
365
366 SceneObjectGroup sog = new SceneObjectGroup(sop);
367 sog.SetScene(scene);
368
369 return sog;
370 }
371
372 private static string RandomName()
373 {
374 StringBuilder name = new StringBuilder();
375 int size = random.Next(5,12);
376 char ch ;
377 for (int i=0; i<size; i++)
378 {
379 ch = Convert.ToChar(Convert.ToInt32(Math.Floor(26 * random.NextDouble() + 65))) ;
380 name.Append(ch);
381 }
382 return name.ToString();
383 }
384 } 372 }
385} \ No newline at end of file 373} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Tests/StandaloneTeleportTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs
index 1b5a54e..39bb43a 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/StandaloneTeleportTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs
@@ -44,7 +44,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
44 /// Teleport tests in a standalone OpenSim 44 /// Teleport tests in a standalone OpenSim
45 /// </summary> 45 /// </summary>
46 [TestFixture] 46 [TestFixture]
47 public class StandaloneTeleportTests 47 public class ScenePresenceTeleportTests
48 { 48 {
49 /// <summary> 49 /// <summary>
50 /// Test a teleport between two regions that are not neighbours and do not share any neighbours in common. 50 /// Test a teleport between two regions that are not neighbours and do not share any neighbours in common.
@@ -54,7 +54,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
54 //[Test, LongRunning] 54 //[Test, LongRunning]
55 public void TestSimpleNotNeighboursTeleport() 55 public void TestSimpleNotNeighboursTeleport()
56 { 56 {
57 TestHelper.InMethod(); 57 TestHelpers.InMethod();
58 ThreadRunResults results = new ThreadRunResults(); 58 ThreadRunResults results = new ThreadRunResults();
59 results.Result = false; 59 results.Result = false;
60 results.Message = "Test did not run"; 60 results.Message = "Test did not run";
@@ -116,16 +116,16 @@ namespace OpenSim.Region.Framework.Scenes.Tests
116 ISharedRegionModule interregionComms = new LocalSimulationConnectorModule(); 116 ISharedRegionModule interregionComms = new LocalSimulationConnectorModule();
117 117
118 118
119 Scene sceneB = SceneSetupHelpers.SetupScene("sceneB", sceneBId, 1010, 1010); 119 Scene sceneB = SceneHelpers.SetupScene("sceneB", sceneBId, 1010, 1010);
120 SceneSetupHelpers.SetupSceneModules(sceneB, new IniConfigSource(), interregionComms); 120 SceneHelpers.SetupSceneModules(sceneB, new IniConfigSource(), interregionComms);
121 sceneB.RegisterRegionWithGrid(); 121 sceneB.RegisterRegionWithGrid();
122 122
123 Scene sceneA = SceneSetupHelpers.SetupScene("sceneA", sceneAId, 1000, 1000); 123 Scene sceneA = SceneHelpers.SetupScene("sceneA", sceneAId, 1000, 1000);
124 SceneSetupHelpers.SetupSceneModules(sceneA, new IniConfigSource(), interregionComms); 124 SceneHelpers.SetupSceneModules(sceneA, new IniConfigSource(), interregionComms);
125 sceneA.RegisterRegionWithGrid(); 125 sceneA.RegisterRegionWithGrid();
126 126
127 UUID agentId = UUID.Parse("00000000-0000-0000-0000-000000000041"); 127 UUID agentId = UUID.Parse("00000000-0000-0000-0000-000000000041");
128 TestClient client = SceneSetupHelpers.AddRootAgent(sceneA, agentId); 128 TestClient client = (TestClient)SceneHelpers.AddScenePresence(sceneA, agentId).ControllingClient;
129 129
130 ICapabilitiesModule sceneACapsModule = sceneA.RequestModuleInterface<ICapabilitiesModule>(); 130 ICapabilitiesModule sceneACapsModule = sceneA.RequestModuleInterface<ICapabilitiesModule>();
131 131
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs
index 13d93f9..8b8aea5 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs
@@ -58,9 +58,9 @@ namespace OpenSim.Region.Framework.Scenes.Tests
58 [Test] 58 [Test]
59 public void TestUpdateScene() 59 public void TestUpdateScene()
60 { 60 {
61 TestHelper.InMethod(); 61 TestHelpers.InMethod();
62 62
63 Scene scene = SceneSetupHelpers.SetupScene(); 63 Scene scene = SceneHelpers.SetupScene();
64 scene.Update(); 64 scene.Update();
65 65
66 Assert.That(scene.Frame, Is.EqualTo(1)); 66 Assert.That(scene.Frame, Is.EqualTo(1));
diff --git a/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs b/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs
index f4e14d4..1abef8d 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs
@@ -55,12 +55,12 @@ namespace OpenSim.Region.Framework.Tests
55 [Test] 55 [Test]
56 public void TestRezObjectFromInventoryItem() 56 public void TestRezObjectFromInventoryItem()
57 { 57 {
58 TestHelper.InMethod(); 58 TestHelpers.InMethod();
59// log4net.Config.XmlConfigurator.Configure(); 59// log4net.Config.XmlConfigurator.Configure();
60 60
61 Scene scene = SceneSetupHelpers.SetupScene(); 61 Scene scene = SceneHelpers.SetupScene();
62 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene); 62 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene);
63 SceneObjectGroup sog1 = SceneSetupHelpers.CreateSceneObject(1, user1.PrincipalID); 63 SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(1, user1.PrincipalID);
64 SceneObjectPart sop1 = sog1.RootPart; 64 SceneObjectPart sop1 = sog1.RootPart;
65 65
66 // Create an object embedded inside the first 66 // Create an object embedded inside the first
@@ -98,12 +98,12 @@ namespace OpenSim.Region.Framework.Tests
98 [Test] 98 [Test]
99 public void TestMoveTaskInventoryItem() 99 public void TestMoveTaskInventoryItem()
100 { 100 {
101 TestHelper.InMethod(); 101 TestHelpers.InMethod();
102// log4net.Config.XmlConfigurator.Configure(); 102// log4net.Config.XmlConfigurator.Configure();
103 103
104 Scene scene = SceneSetupHelpers.SetupScene(); 104 Scene scene = SceneHelpers.SetupScene();
105 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene); 105 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene);
106 SceneObjectGroup sog1 = SceneSetupHelpers.CreateSceneObject(1, user1.PrincipalID); 106 SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(1, user1.PrincipalID);
107 SceneObjectPart sop1 = sog1.RootPart; 107 SceneObjectPart sop1 = sog1.RootPart;
108 TaskInventoryItem sopItem1 = TaskInventoryHelpers.AddNotecard(scene, sop1); 108 TaskInventoryItem sopItem1 = TaskInventoryHelpers.AddNotecard(scene, sop1);
109 109
@@ -125,12 +125,12 @@ namespace OpenSim.Region.Framework.Tests
125 [Test] 125 [Test]
126 public void TestMoveTaskInventoryItemNoParent() 126 public void TestMoveTaskInventoryItemNoParent()
127 { 127 {
128 TestHelper.InMethod(); 128 TestHelpers.InMethod();
129// log4net.Config.XmlConfigurator.Configure(); 129// log4net.Config.XmlConfigurator.Configure();
130 130
131 Scene scene = SceneSetupHelpers.SetupScene(); 131 Scene scene = SceneHelpers.SetupScene();
132 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene); 132 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene);
133 SceneObjectGroup sog1 = SceneSetupHelpers.CreateSceneObject(1, user1.PrincipalID); 133 SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(1, user1.PrincipalID);
134 SceneObjectPart sop1 = sog1.RootPart; 134 SceneObjectPart sop1 = sog1.RootPart;
135 TaskInventoryItem sopItem1 = TaskInventoryHelpers.AddNotecard(scene, sop1); 135 TaskInventoryItem sopItem1 = TaskInventoryHelpers.AddNotecard(scene, sop1);
136 136
diff --git a/OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs b/OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs
index abca792..55fc1e7 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs
@@ -55,12 +55,12 @@ namespace OpenSim.Region.Framework.Tests
55 [Test] 55 [Test]
56 public void TestGiveInventoryItem() 56 public void TestGiveInventoryItem()
57 { 57 {
58 TestHelper.InMethod(); 58 TestHelpers.InMethod();
59// log4net.Config.XmlConfigurator.Configure(); 59// log4net.Config.XmlConfigurator.Configure();
60 60
61 Scene scene = SceneSetupHelpers.SetupScene(); 61 Scene scene = SceneHelpers.SetupScene();
62 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene, 1001); 62 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(1001));
63 UserAccount user2 = UserAccountHelpers.CreateUserWithInventory(scene, 1002); 63 UserAccount user2 = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(1002));
64 InventoryItemBase item1 = UserInventoryHelpers.CreateInventoryItem(scene, "item1", user1.PrincipalID); 64 InventoryItemBase item1 = UserInventoryHelpers.CreateInventoryItem(scene, "item1", user1.PrincipalID);
65 65
66 scene.GiveInventoryItem(user2.PrincipalID, user1.PrincipalID, item1.ID); 66 scene.GiveInventoryItem(user2.PrincipalID, user1.PrincipalID, item1.ID);
@@ -82,12 +82,12 @@ namespace OpenSim.Region.Framework.Tests
82 [Test] 82 [Test]
83 public void TestGiveInventoryFolder() 83 public void TestGiveInventoryFolder()
84 { 84 {
85 TestHelper.InMethod(); 85 TestHelpers.InMethod();
86// log4net.Config.XmlConfigurator.Configure(); 86// log4net.Config.XmlConfigurator.Configure();
87 87
88 Scene scene = SceneSetupHelpers.SetupScene(); 88 Scene scene = SceneHelpers.SetupScene();
89 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene, 1001); 89 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(1001));
90 UserAccount user2 = UserAccountHelpers.CreateUserWithInventory(scene, 1002); 90 UserAccount user2 = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(1002));
91 InventoryFolderBase folder1 91 InventoryFolderBase folder1
92 = UserInventoryHelpers.CreateInventoryFolder(scene.InventoryService, user1.PrincipalID, "folder1"); 92 = UserInventoryHelpers.CreateInventoryFolder(scene.InventoryService, user1.PrincipalID, "folder1");
93 93
diff --git a/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs b/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs
index 4da8df1..24de56e 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs
@@ -47,7 +47,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
47 public void Init() 47 public void Init()
48 { 48 {
49 // FIXME: We don't need a full scene here - it would be enough to set up the asset service. 49 // FIXME: We don't need a full scene here - it would be enough to set up the asset service.
50 Scene scene = SceneSetupHelpers.SetupScene(); 50 Scene scene = SceneHelpers.SetupScene();
51 m_assetService = scene.AssetService; 51 m_assetService = scene.AssetService;
52 m_uuidGatherer = new UuidGatherer(m_assetService); 52 m_uuidGatherer = new UuidGatherer(m_assetService);
53 } 53 }
@@ -55,7 +55,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
55 [Test] 55 [Test]
56 public void TestCorruptAsset() 56 public void TestCorruptAsset()
57 { 57 {
58 TestHelper.InMethod(); 58 TestHelpers.InMethod();
59 59
60 UUID corruptAssetUuid = UUID.Parse("00000000-0000-0000-0000-000000000666"); 60 UUID corruptAssetUuid = UUID.Parse("00000000-0000-0000-0000-000000000666");
61 AssetBase corruptAsset 61 AssetBase corruptAsset
@@ -75,7 +75,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
75 [Test] 75 [Test]
76 public void TestMissingAsset() 76 public void TestMissingAsset()
77 { 77 {
78 TestHelper.InMethod(); 78 TestHelpers.InMethod();
79 79
80 UUID missingAssetUuid = UUID.Parse("00000000-0000-0000-0000-000000000666"); 80 UUID missingAssetUuid = UUID.Parse("00000000-0000-0000-0000-000000000666");
81 IDictionary<UUID, AssetType> foundAssetUuids = new Dictionary<UUID, AssetType>(); 81 IDictionary<UUID, AssetType> foundAssetUuids = new Dictionary<UUID, AssetType>();
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index f71b507..81f41db 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -25,6 +25,9 @@
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System;
29using System.Reflection;
30using log4net;
28using OpenMetaverse; 31using OpenMetaverse;
29using OpenSim.Region.Framework.Interfaces; 32using OpenSim.Region.Framework.Interfaces;
30using System; 33using System;
@@ -47,6 +50,8 @@ namespace OpenSim.Region.Framework.Scenes
47 50
48 public class UndoState 51 public class UndoState
49 { 52 {
53// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
54
50 public Vector3 Position = Vector3.Zero; 55 public Vector3 Position = Vector3.Zero;
51 public Vector3 Scale = Vector3.Zero; 56 public Vector3 Scale = Vector3.Zero;
52 public Quaternion Rotation = Quaternion.Identity; 57 public Quaternion Rotation = Quaternion.Identity;
@@ -56,13 +61,23 @@ namespace OpenSim.Region.Framework.Scenes
56 public DateTime LastUpdated = DateTime.Now; 61 public DateTime LastUpdated = DateTime.Now;
57 public UndoType Type; 62 public UndoType Type;
58 63
59 public UndoState(SceneObjectPart part, UndoType type) 64 /// <summary>
65 /// Is this undo state for an entire group?
66 /// </summary>
67 public bool ForGroup;
68
69 /// <summary>
70 /// Constructor.
71 /// </summary>
72 /// <param name="part"></param>
73 /// <param name="forGroup">True if the undo is for an entire group</param>
74 public UndoState(SceneObjectPart part, bool forGroup)
60 { 75 {
61 Type = type; 76 if (part.ParentID == 0)
62 if (part != null)
63 { 77 {
64 if (part.ParentID == 0) 78 ForGroup = forGroup;
65 { 79
80// if (ForGroup)
66 GroupScale = part.ParentGroup.RootPart.Shape.Scale; 81 GroupScale = part.ParentGroup.RootPart.Shape.Scale;
67 82
68 //FUBAR WARNING: Do NOT get the group's absoluteposition here 83 //FUBAR WARNING: Do NOT get the group's absoluteposition here
@@ -70,23 +85,35 @@ namespace OpenSim.Region.Framework.Scenes
70 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition; 85 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
71 GroupRotation = part.ParentGroup.GroupRotation; 86 GroupRotation = part.ParentGroup.GroupRotation;
72 Position = part.ParentGroup.RootPart.AbsolutePosition; 87 Position = part.ParentGroup.RootPart.AbsolutePosition;
73 Rotation = part.RotationOffset; 88// else
74 Scale = part.Shape.Scale; 89// Position = part.OffsetPosition;
75 LastUpdated = DateTime.Now;
76 }
77 else
78 {
79 GroupScale = part.Shape.Scale;
80 90
81 //FUBAR WARNING: Do NOT get the group's absoluteposition here 91// m_log.DebugFormat(
82 //or you'll experience a loop and/or a stack issue 92// "[UNDO STATE]: Storing undo position {0} for root part", Position);
83 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition; 93
84 GroupRotation = part.ParentGroup.Rotation; 94 Rotation = part.RotationOffset;
85 Position = part.OffsetPosition; 95
86 Rotation = part.RotationOffset; 96// m_log.DebugFormat(
87 Scale = part.Shape.Scale; 97// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation);
88 LastUpdated = DateTime.Now; 98
89 } 99 Scale = part.Shape.Scale;
100
101// m_log.DebugFormat(
102// "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
103 }
104 else
105 {
106 Position = part.OffsetPosition;
107// m_log.DebugFormat(
108// "[UNDO STATE]: Storing undo position {0} for child part", Position);
109
110 Rotation = part.RotationOffset;
111// m_log.DebugFormat(
112// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation);
113
114 Scale = part.Shape.Scale;
115// m_log.DebugFormat(
116// "[UNDO STATE]: Storing undo scale {0} for child part", Scale);
90 } 117 }
91 } 118 }
92 public void Merge(UndoState last) 119 public void Merge(UndoState last)
@@ -132,95 +159,143 @@ namespace OpenSim.Region.Framework.Scenes
132 return false; 159 return false;
133 } 160 }
134 } 161 }
162 /// <summary>
163 /// Compare the relevant state in the given part to this state.
164 /// </summary>
165 /// <param name="part"></param>
166 /// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns>
135 public bool Compare(SceneObjectPart part) 167 public bool Compare(SceneObjectPart part)
136 { 168 {
137 if (part != null) 169 if (part != null)
138 { 170 {
139 if (part.ParentID == 0) 171 if (part.ParentID == 0)
140 { 172 return
141 if (Position == part.ParentGroup.RootPart.AbsolutePosition && Rotation == part.ParentGroup.Rotation && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale) 173 Position == part.ParentGroup.AbsolutePosition
142 return true; 174 && Rotation == part.RotationOffset
143 else 175 && Scale == part.Shape.Scale;
144 return false;
145 }
146 else 176 else
147 { 177 return
148 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale) 178 Position == part.OffsetPosition
149 return true; 179 && Rotation == part.RotationOffset
150 else 180 && Scale == part.Shape.Scale;
151 return false;
152
153 }
154 } 181 }
182
155 return false; 183 return false;
156 } 184 }
157 185
158 private void RestoreState(SceneObjectPart part) 186 private void RestoreState(SceneObjectPart part)
159 { 187 {
160 bool GroupChange = false; 188 part.Undoing = true;
161 if ((Type & UndoType.STATE_GROUP_POSITION) != 0
162 || (Type & UndoType.STATE_GROUP_ROTATION) != 0
163 || (Type & UndoType.STATE_GROUP_SCALE) != 0)
164 {
165 GroupChange = true;
166 }
167 189
168 if (part != null) 190 if (part.ParentID == 0)
169 { 191 {
170 part.Undoing = true; 192// m_log.DebugFormat(
193// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
194// Position, part.Name, part.LocalId);
171 195
172 if (part.ParentID == 0 && GroupChange == false) 196 if (Position != Vector3.Zero)
173 { 197 {
174 if (Position != Vector3.Zero) 198 if (ForGroup)
175 199 part.ParentGroup.AbsolutePosition = Position;
176 part.ParentGroup.UpdateSinglePosition(Position, part.LocalId); 200 else
177 part.ParentGroup.UpdateSingleRotation(Rotation, part.LocalId); 201 part.ParentGroup.UpdateRootPosition(Position);
178 if (Scale != Vector3.Zero)
179 part.Resize(Scale);
180 part.ParentGroup.ScheduleGroupForTerseUpdate();
181 } 202 }
203
204// m_log.DebugFormat(
205// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}",
206// part.RotationOffset, Rotation, part.Name, part.LocalId);
207
208 if (ForGroup)
209 part.UpdateRotation(Rotation);
182 else 210 else
211 part.ParentGroup.UpdateRootRotation(Rotation);
212
213 if (Scale != Vector3.Zero)
183 { 214 {
184 if (GroupChange) 215// m_log.DebugFormat(
185 { 216// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}",
186 part.ParentGroup.RootPart.Undoing = true; 217// part.Shape.Scale, Scale, part.Name, part.LocalId);
187 if (GroupPosition != Vector3.Zero) 218
188 { 219 if (ForGroup)
189 //Calculate the scale... 220 part.ParentGroup.GroupResize(Scale);
190 Vector3 gs = part.Shape.Scale;
191 float scale = GroupScale.Z / gs.Z;
192
193 //Scale first since it can affect our position
194 part.ParentGroup.GroupResize(gs * scale, part.LocalId);
195 part.ParentGroup.AbsolutePosition = GroupPosition;
196 part.ParentGroup.UpdateGroupRotationR(GroupRotation);
197
198 }
199 part.ParentGroup.RootPart.Undoing = false;
200 }
201 else 221 else
202 { 222 part.Resize(Scale);
203 if (Position != Vector3.Zero) //We can use this for all the updates since all are set
204 {
205 part.OffsetPosition = Position;
206 part.UpdateRotation(Rotation);
207 part.Resize(Scale); part.ScheduleTerseUpdate();
208 }
209 }
210 } 223 }
211 part.Undoing = false;
212 224
225 part.ParentGroup.ScheduleGroupForTerseUpdate();
213 } 226 }
227 else
228 {
229 if (Position != Vector3.Zero)
230 {
231// m_log.DebugFormat(
232// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
233// part.OffsetPosition, Position, part.Name, part.LocalId);
234
235 part.OffsetPosition = Position;
236 }
237
238// m_log.DebugFormat(
239// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}",
240// part.RotationOffset, Rotation, part.Name, part.LocalId);
241
242 part.UpdateRotation(Rotation);
243
244 if (Scale != Vector3.Zero)
245 {
246// m_log.DebugFormat(
247// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}",
248// part.Shape.Scale, Scale, part.Name, part.LocalId);
249
250 part.Resize(Scale);
251 }
252
253 part.ScheduleTerseUpdate();
254 }
255
256 part.Undoing = false;
214 } 257 }
215 public void PlaybackState(SceneObjectPart part) 258
216 {
217 RestoreState(part);
218 }
219 public void PlayfwdState(SceneObjectPart part) 259 public void PlayfwdState(SceneObjectPart part)
220 { 260 {
221 RestoreState(part); 261 part.Undoing = true;
262
263 if (part.ParentID == 0)
264 {
265 if (Position != Vector3.Zero)
266 part.ParentGroup.AbsolutePosition = Position;
267
268 if (Rotation != Quaternion.Identity)
269 part.UpdateRotation(Rotation);
270
271 if (Scale != Vector3.Zero)
272 {
273 if (ForGroup)
274 part.ParentGroup.GroupResize(Scale);
275 else
276 part.Resize(Scale);
277 }
278
279 part.ParentGroup.ScheduleGroupForTerseUpdate();
280 }
281 else
282 {
283 if (Position != Vector3.Zero)
284 part.OffsetPosition = Position;
285
286 if (Rotation != Quaternion.Identity)
287 part.UpdateRotation(Rotation);
288
289 if (Scale != Vector3.Zero)
290 part.Resize(Scale);
291
292 part.ScheduleTerseUpdate();
293 }
294
295 part.Undoing = false;
222 } 296 }
223 } 297 }
298
224 public class LandUndoState 299 public class LandUndoState
225 { 300 {
226 public ITerrainModule m_terrainModule; 301 public ITerrainModule m_terrainModule;
@@ -234,10 +309,7 @@ namespace OpenSim.Region.Framework.Scenes
234 309
235 public bool Compare(ITerrainChannel terrainChannel) 310 public bool Compare(ITerrainChannel terrainChannel)
236 { 311 {
237 if (m_terrainChannel != terrainChannel) 312 return m_terrainChannel == terrainChannel;
238 return false;
239 else
240 return false;
241 } 313 }
242 314
243 public void PlaybackState() 315 public void PlaybackState()
@@ -246,4 +318,3 @@ namespace OpenSim.Region.Framework.Scenes
246 } 318 }
247 } 319 }
248} 320}
249