diff options
author | Robert Adams | 2014-01-11 08:52:23 -0800 |
---|---|---|
committer | Robert Adams | 2014-01-11 08:52:23 -0800 |
commit | 1cf17a3cf7322b79d44ef80b9129c975f0cf4f6f (patch) | |
tree | 125392101f83c8e7cb239848ae7a6cc12595b1a2 /OpenSim/Region | |
parent | Merge branch 'master' into varregion (diff) | |
parent | Fix crash in BulletSim which sometimes happens making a linkset physical (diff) | |
download | opensim-SC_OLD-1cf17a3cf7322b79d44ef80b9129c975f0cf4f6f.zip opensim-SC_OLD-1cf17a3cf7322b79d44ef80b9129c975f0cf4f6f.tar.gz opensim-SC_OLD-1cf17a3cf7322b79d44ef80b9129c975f0cf4f6f.tar.bz2 opensim-SC_OLD-1cf17a3cf7322b79d44ef80b9129c975f0cf4f6f.tar.xz |
Merge branch 'master' into varregion
Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/Framework/Scenes/SceneBase.cs
OpenSim/Services/Interfaces/IGridService.cs
OpenSim/Services/LLLoginService/LLLoginResponse.cs
(conflicts were debug statements that are commented out in master branch)
Diffstat (limited to 'OpenSim/Region')
10 files changed, 206 insertions, 160 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 739e202..6861f5b 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | |||
@@ -3606,7 +3606,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
3606 | 3606 | ||
3607 | AvatarAppearancePacket avp = (AvatarAppearancePacket)PacketPool.Instance.GetPacket(PacketType.AvatarAppearance); | 3607 | AvatarAppearancePacket avp = (AvatarAppearancePacket)PacketPool.Instance.GetPacket(PacketType.AvatarAppearance); |
3608 | // TODO: don't create new blocks if recycling an old packet | 3608 | // TODO: don't create new blocks if recycling an old packet |
3609 | avp.VisualParam = new AvatarAppearancePacket.VisualParamBlock[218]; | 3609 | avp.VisualParam = new AvatarAppearancePacket.VisualParamBlock[visualParams.Length]; |
3610 | avp.ObjectData.TextureEntry = textureEntry; | 3610 | avp.ObjectData.TextureEntry = textureEntry; |
3611 | 3611 | ||
3612 | AvatarAppearancePacket.VisualParamBlock avblock = null; | 3612 | AvatarAppearancePacket.VisualParamBlock avblock = null; |
@@ -5070,11 +5070,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
5070 | // excessive up and down movements of the camera when looking up and down. | 5070 | // excessive up and down movements of the camera when looking up and down. |
5071 | // See http://opensimulator.org/mantis/view.php?id=3274 | 5071 | // See http://opensimulator.org/mantis/view.php?id=3274 |
5072 | // This does not affect head movement, since this is controlled entirely by camera movement rather than | 5072 | // This does not affect head movement, since this is controlled entirely by camera movement rather than |
5073 | // body rotation. It does not affect sitting avatar since it's the sitting part rotation that takes | 5073 | // body rotation. We still need to transmit X and Y for sitting avatars but mouselook does not change |
5074 | // effect, not the avatar rotation. | 5074 | // the rotation in this case. |
5075 | rotation = presence.Rotation; | 5075 | rotation = presence.Rotation; |
5076 | rotation.X = 0; | 5076 | |
5077 | rotation.Y = 0; | 5077 | if (!presence.IsSatOnObject) |
5078 | { | ||
5079 | rotation.X = 0; | ||
5080 | rotation.Y = 0; | ||
5081 | } | ||
5078 | 5082 | ||
5079 | if (sendTexture) | 5083 | if (sendTexture) |
5080 | textureEntry = presence.Appearance.Texture.GetBytes(); | 5084 | textureEntry = presence.Appearance.Texture.GetBytes(); |
@@ -5197,11 +5201,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
5197 | // excessive up and down movements of the camera when looking up and down. | 5201 | // excessive up and down movements of the camera when looking up and down. |
5198 | // See http://opensimulator.org/mantis/view.php?id=3274 | 5202 | // See http://opensimulator.org/mantis/view.php?id=3274 |
5199 | // This does not affect head movement, since this is controlled entirely by camera movement rather than | 5203 | // This does not affect head movement, since this is controlled entirely by camera movement rather than |
5200 | // body rotation. It does not affect sitting avatar since it's the sitting part rotation that takes | 5204 | // body rotation. We still need to transmit X and Y for sitting avatars but mouselook does not change |
5201 | // effect, not the avatar rotation. | 5205 | // the rotation in this case. |
5202 | Quaternion rot = data.Rotation; | 5206 | Quaternion rot = data.Rotation; |
5203 | rot.X = 0; | 5207 | |
5204 | rot.Y = 0; | 5208 | if (!data.IsSatOnObject) |
5209 | { | ||
5210 | rot.X = 0; | ||
5211 | rot.Y = 0; | ||
5212 | } | ||
5213 | |||
5205 | rot.ToBytes(objectData, 52); | 5214 | rot.ToBytes(objectData, 52); |
5206 | //data.AngularVelocity.ToBytes(objectData, 64); | 5215 | //data.AngularVelocity.ToBytes(objectData, 64); |
5207 | 5216 | ||
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs index 831922e..781cc69 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs | |||
@@ -412,17 +412,28 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess | |||
412 | 412 | ||
413 | if (item == null) | 413 | if (item == null) |
414 | return null; | 414 | return null; |
415 | |||
416 | item.CreatorId = objlist[0].RootPart.CreatorID.ToString(); | ||
417 | item.CreatorData = objlist[0].RootPart.CreatorData; | ||
415 | 418 | ||
416 | // Can't know creator is the same, so null it in inventory | ||
417 | if (objlist.Count > 1) | 419 | if (objlist.Count > 1) |
418 | { | 420 | { |
419 | item.CreatorId = UUID.Zero.ToString(); | ||
420 | item.Flags = (uint)InventoryItemFlags.ObjectHasMultipleItems; | 421 | item.Flags = (uint)InventoryItemFlags.ObjectHasMultipleItems; |
422 | |||
423 | // If the objects have different creators then don't specify a creator at all | ||
424 | foreach (SceneObjectGroup objectGroup in objlist) | ||
425 | { | ||
426 | if ((objectGroup.RootPart.CreatorID.ToString() != item.CreatorId) | ||
427 | || (objectGroup.RootPart.CreatorData.ToString() != item.CreatorData)) | ||
428 | { | ||
429 | item.CreatorId = UUID.Zero.ToString(); | ||
430 | item.CreatorData = string.Empty; | ||
431 | break; | ||
432 | } | ||
433 | } | ||
421 | } | 434 | } |
422 | else | 435 | else |
423 | { | 436 | { |
424 | item.CreatorId = objlist[0].RootPart.CreatorID.ToString(); | ||
425 | item.CreatorData = objlist[0].RootPart.CreatorData; | ||
426 | item.SaleType = objlist[0].RootPart.ObjectSaleType; | 437 | item.SaleType = objlist[0].RootPart.ObjectSaleType; |
427 | item.SalePrice = objlist[0].RootPart.SalePrice; | 438 | item.SalePrice = objlist[0].RootPart.SalePrice; |
428 | } | 439 | } |
@@ -443,13 +454,13 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess | |||
443 | } | 454 | } |
444 | else | 455 | else |
445 | { | 456 | { |
446 | AddPermissions(item, objlist[0], objlist, remoteClient); | ||
447 | |||
448 | item.CreationDate = Util.UnixTimeSinceEpoch(); | 457 | item.CreationDate = Util.UnixTimeSinceEpoch(); |
449 | item.Description = asset.Description; | 458 | item.Description = asset.Description; |
450 | item.Name = asset.Name; | 459 | item.Name = asset.Name; |
451 | item.AssetType = asset.Type; | 460 | item.AssetType = asset.Type; |
452 | 461 | ||
462 | AddPermissions(item, objlist[0], objlist, remoteClient); | ||
463 | |||
453 | m_Scene.AddInventoryItem(item); | 464 | m_Scene.AddInventoryItem(item); |
454 | 465 | ||
455 | if (remoteClient != null && item.Owner == remoteClient.AgentId) | 466 | if (remoteClient != null && item.Owner == remoteClient.AgentId) |
@@ -491,39 +502,42 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess | |||
491 | IClientAPI remoteClient) | 502 | IClientAPI remoteClient) |
492 | { | 503 | { |
493 | uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move | PermissionMask.Export) | 7; | 504 | uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move | PermissionMask.Export) | 7; |
505 | uint allObjectsNextOwnerPerms = 0x7fffffff; | ||
506 | uint allObjectsEveryOnePerms = 0x7fffffff; | ||
507 | uint allObjectsGroupPerms = 0x7fffffff; | ||
508 | |||
494 | foreach (SceneObjectGroup grp in objsForEffectivePermissions) | 509 | foreach (SceneObjectGroup grp in objsForEffectivePermissions) |
510 | { | ||
495 | effectivePerms &= grp.GetEffectivePermissions(); | 511 | effectivePerms &= grp.GetEffectivePermissions(); |
512 | allObjectsNextOwnerPerms &= grp.RootPart.NextOwnerMask; | ||
513 | allObjectsEveryOnePerms &= grp.RootPart.EveryoneMask; | ||
514 | allObjectsGroupPerms &= grp.RootPart.GroupMask; | ||
515 | } | ||
496 | effectivePerms |= (uint)PermissionMask.Move; | 516 | effectivePerms |= (uint)PermissionMask.Move; |
497 | 517 | ||
518 | //PermissionsUtil.LogPermissions(item.Name, "Before AddPermissions", item.BasePermissions, item.CurrentPermissions, item.NextPermissions); | ||
519 | |||
498 | if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions()) | 520 | if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions()) |
499 | { | 521 | { |
500 | uint perms = effectivePerms; | 522 | uint perms = effectivePerms; |
501 | uint nextPerms = (perms & 7) << 13; | 523 | PermissionsUtil.ApplyFoldedPermissions(effectivePerms, ref perms); |
502 | if ((nextPerms & (uint)PermissionMask.Copy) == 0) | 524 | |
503 | perms &= ~(uint)PermissionMask.Copy; | 525 | item.BasePermissions = perms & allObjectsNextOwnerPerms; |
504 | if ((nextPerms & (uint)PermissionMask.Transfer) == 0) | ||
505 | perms &= ~(uint)PermissionMask.Transfer; | ||
506 | if ((nextPerms & (uint)PermissionMask.Modify) == 0) | ||
507 | perms &= ~(uint)PermissionMask.Modify; | ||
508 | |||
509 | item.BasePermissions = perms & so.RootPart.NextOwnerMask; | ||
510 | item.CurrentPermissions = item.BasePermissions; | 526 | item.CurrentPermissions = item.BasePermissions; |
511 | item.NextPermissions = perms & so.RootPart.NextOwnerMask; | 527 | item.NextPermissions = perms & allObjectsNextOwnerPerms; |
512 | item.EveryOnePermissions = so.RootPart.EveryoneMask & so.RootPart.NextOwnerMask; | 528 | item.EveryOnePermissions = allObjectsEveryOnePerms & allObjectsNextOwnerPerms; |
513 | item.GroupPermissions = so.RootPart.GroupMask & so.RootPart.NextOwnerMask; | 529 | item.GroupPermissions = allObjectsGroupPerms & allObjectsNextOwnerPerms; |
514 | 530 | ||
515 | // Magic number badness. Maybe this deserves an enum. | 531 | // apply next owner perms on rez |
516 | // bit 4 (16) is the "Slam" bit, it means treat as passed | 532 | item.CurrentPermissions |= SceneObjectGroup.SLAM; |
517 | // and apply next owner perms on rez | ||
518 | item.CurrentPermissions |= 16; // Slam! | ||
519 | } | 533 | } |
520 | else | 534 | else |
521 | { | 535 | { |
522 | item.BasePermissions = effectivePerms; | 536 | item.BasePermissions = effectivePerms; |
523 | item.CurrentPermissions = effectivePerms; | 537 | item.CurrentPermissions = effectivePerms; |
524 | item.NextPermissions = so.RootPart.NextOwnerMask & effectivePerms; | 538 | item.NextPermissions = allObjectsNextOwnerPerms & effectivePerms; |
525 | item.EveryOnePermissions = so.RootPart.EveryoneMask & effectivePerms; | 539 | item.EveryOnePermissions = allObjectsEveryOnePerms & effectivePerms; |
526 | item.GroupPermissions = so.RootPart.GroupMask & effectivePerms; | 540 | item.GroupPermissions = allObjectsGroupPerms & effectivePerms; |
527 | 541 | ||
528 | item.CurrentPermissions &= | 542 | item.CurrentPermissions &= |
529 | ((uint)PermissionMask.Copy | | 543 | ((uint)PermissionMask.Copy | |
@@ -532,8 +546,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess | |||
532 | (uint)PermissionMask.Move | | 546 | (uint)PermissionMask.Move | |
533 | (uint)PermissionMask.Export | | 547 | (uint)PermissionMask.Export | |
534 | 7); // Preserve folded permissions | 548 | 7); // Preserve folded permissions |
535 | } | 549 | } |
536 | 550 | ||
551 | //PermissionsUtil.LogPermissions(item.Name, "After AddPermissions", item.BasePermissions, item.CurrentPermissions, item.NextPermissions); | ||
552 | |||
537 | return item; | 553 | return item; |
538 | } | 554 | } |
539 | 555 | ||
@@ -809,11 +825,15 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess | |||
809 | group.RootPart.Shape.LastAttachPoint = (byte)group.AttachmentPoint; | 825 | group.RootPart.Shape.LastAttachPoint = (byte)group.AttachmentPoint; |
810 | } | 826 | } |
811 | 827 | ||
812 | foreach (SceneObjectPart part in group.Parts) | 828 | if (item == null) |
813 | { | 829 | { |
814 | // Make the rezzer the owner, as this is not necessarily set correctly in the serialized asset. | 830 | // Change ownership. Normally this is done in DoPreRezWhenFromItem(), but in this case we must do it here. |
815 | part.LastOwnerID = part.OwnerID; | 831 | foreach (SceneObjectPart part in group.Parts) |
816 | part.OwnerID = remoteClient.AgentId; | 832 | { |
833 | // Make the rezzer the owner, as this is not necessarily set correctly in the serialized asset. | ||
834 | part.LastOwnerID = part.OwnerID; | ||
835 | part.OwnerID = remoteClient.AgentId; | ||
836 | } | ||
817 | } | 837 | } |
818 | 838 | ||
819 | if (!attachment) | 839 | if (!attachment) |
@@ -969,44 +989,19 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess | |||
969 | // "[INVENTORY ACCESS MODULE]: rootPart.OwnedID {0}, item.Owner {1}, item.CurrentPermissions {2:X}", | 989 | // "[INVENTORY ACCESS MODULE]: rootPart.OwnedID {0}, item.Owner {1}, item.CurrentPermissions {2:X}", |
970 | // rootPart.OwnerID, item.Owner, item.CurrentPermissions); | 990 | // rootPart.OwnerID, item.Owner, item.CurrentPermissions); |
971 | 991 | ||
972 | if ((rootPart.OwnerID != item.Owner) || | 992 | if ((rootPart.OwnerID != item.Owner) || (item.CurrentPermissions & SceneObjectGroup.SLAM) != 0) |
973 | (item.CurrentPermissions & 16) != 0) | ||
974 | { | 993 | { |
975 | //Need to kill the for sale here | 994 | //Need to kill the for sale here |
976 | rootPart.ObjectSaleType = 0; | 995 | rootPart.ObjectSaleType = 0; |
977 | rootPart.SalePrice = 10; | 996 | rootPart.SalePrice = 10; |
978 | |||
979 | if (m_Scene.Permissions.PropagatePermissions()) | ||
980 | { | ||
981 | foreach (SceneObjectPart part in so.Parts) | ||
982 | { | ||
983 | if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0) | ||
984 | { | ||
985 | part.EveryoneMask = item.EveryOnePermissions; | ||
986 | part.NextOwnerMask = item.NextPermissions; | ||
987 | } | ||
988 | part.GroupMask = 0; // DO NOT propagate here | ||
989 | } | ||
990 | |||
991 | so.ApplyNextOwnerPermissions(); | ||
992 | } | ||
993 | } | 997 | } |
994 | 998 | ||
995 | foreach (SceneObjectPart part in so.Parts) | 999 | foreach (SceneObjectPart part in so.Parts) |
996 | { | 1000 | { |
997 | part.FromUserInventoryItemID = fromUserInventoryItemId; | 1001 | part.FromUserInventoryItemID = fromUserInventoryItemId; |
998 | 1002 | part.ApplyPermissionsOnRez(item, true, m_Scene); | |
999 | if ((part.OwnerID != item.Owner) || | ||
1000 | (item.CurrentPermissions & 16) != 0) | ||
1001 | { | ||
1002 | part.Inventory.ChangeInventoryOwner(item.Owner); | ||
1003 | part.GroupMask = 0; // DO NOT propagate here | ||
1004 | } | ||
1005 | |||
1006 | part.EveryoneMask = item.EveryOnePermissions; | ||
1007 | part.NextOwnerMask = item.NextPermissions; | ||
1008 | } | 1003 | } |
1009 | 1004 | ||
1010 | rootPart.TrimPermissions(); | 1005 | rootPart.TrimPermissions(); |
1011 | 1006 | ||
1012 | if (isAttachment) | 1007 | if (isAttachment) |
diff --git a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs index e8eaeb7..b8d4855 100644 --- a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs +++ b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs | |||
@@ -193,13 +193,7 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell | |||
193 | item.InvType = (int)InventoryType.Object; | 193 | item.InvType = (int)InventoryType.Object; |
194 | item.Folder = categoryID; | 194 | item.Folder = categoryID; |
195 | 195 | ||
196 | uint nextPerms=(perms & 7) << 13; | 196 | PermissionsUtil.ApplyFoldedPermissions(perms, ref perms); |
197 | if ((nextPerms & (uint)PermissionMask.Copy) == 0) | ||
198 | perms &= ~(uint)PermissionMask.Copy; | ||
199 | if ((nextPerms & (uint)PermissionMask.Transfer) == 0) | ||
200 | perms &= ~(uint)PermissionMask.Transfer; | ||
201 | if ((nextPerms & (uint)PermissionMask.Modify) == 0) | ||
202 | perms &= ~(uint)PermissionMask.Modify; | ||
203 | 197 | ||
204 | item.BasePermissions = perms & part.NextOwnerMask; | 198 | item.BasePermissions = perms & part.NextOwnerMask; |
205 | item.CurrentPermissions = perms & part.NextOwnerMask; | 199 | item.CurrentPermissions = perms & part.NextOwnerMask; |
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 9ae8612..b86f349 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | |||
@@ -669,17 +669,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
669 | // a mask | 669 | // a mask |
670 | if (item.InvType == (int)InventoryType.Object) | 670 | if (item.InvType == (int)InventoryType.Object) |
671 | { | 671 | { |
672 | // Create a safe mask for the current perms | ||
673 | uint foldedPerms = (item.CurrentPermissions & 7) << 13; | ||
674 | foldedPerms |= permsMask; | ||
675 | |||
676 | bool isRootMod = (item.CurrentPermissions & | 672 | bool isRootMod = (item.CurrentPermissions & |
677 | (uint)PermissionMask.Modify) != 0 ? | 673 | (uint)PermissionMask.Modify) != 0 ? |
678 | true : false; | 674 | true : false; |
679 | 675 | ||
680 | // Mask the owner perms to the folded perms | 676 | // Mask the owner perms to the folded perms |
681 | ownerPerms &= foldedPerms; | 677 | PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref ownerPerms); |
682 | basePerms &= foldedPerms; | 678 | PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref basePerms); |
683 | 679 | ||
684 | // If the root was mod, let the mask reflect that | 680 | // If the root was mod, let the mask reflect that |
685 | // We also need to adjust the base here, because | 681 | // We also need to adjust the base here, because |
@@ -1209,9 +1205,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
1209 | { | 1205 | { |
1210 | agentItem.BasePermissions = taskItem.BasePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move); | 1206 | agentItem.BasePermissions = taskItem.BasePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move); |
1211 | if (taskItem.InvType == (int)InventoryType.Object) | 1207 | if (taskItem.InvType == (int)InventoryType.Object) |
1212 | agentItem.CurrentPermissions = agentItem.BasePermissions & (((taskItem.CurrentPermissions & 7) << 13) | (taskItem.CurrentPermissions & (uint)PermissionMask.Move)); | 1208 | { |
1209 | uint perms = taskItem.CurrentPermissions; | ||
1210 | PermissionsUtil.ApplyFoldedPermissions(taskItem.CurrentPermissions, ref perms); | ||
1211 | agentItem.BasePermissions = perms | (uint)PermissionMask.Move; | ||
1212 | agentItem.CurrentPermissions = agentItem.BasePermissions; | ||
1213 | } | ||
1213 | else | 1214 | else |
1215 | { | ||
1214 | agentItem.CurrentPermissions = agentItem.BasePermissions & taskItem.CurrentPermissions; | 1216 | agentItem.CurrentPermissions = agentItem.BasePermissions & taskItem.CurrentPermissions; |
1217 | } | ||
1215 | 1218 | ||
1216 | agentItem.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm; | 1219 | agentItem.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm; |
1217 | agentItem.NextPermissions = taskItem.NextPermissions; | 1220 | agentItem.NextPermissions = taskItem.NextPermissions; |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 44c476c..c6b98ca 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -109,6 +109,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
109 | STATUS_ROTATE_Z = 0x008, | 109 | STATUS_ROTATE_Z = 0x008, |
110 | } | 110 | } |
111 | 111 | ||
112 | // This flag has the same purpose as InventoryItemFlags.ObjectSlamPerm | ||
113 | public static readonly uint SLAM = 16; | ||
114 | |||
112 | // private PrimCountTaintedDelegate handlerPrimCountTainted = null; | 115 | // private PrimCountTaintedDelegate handlerPrimCountTainted = null; |
113 | 116 | ||
114 | /// <summary> | 117 | /// <summary> |
@@ -3230,13 +3233,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3230 | 3233 | ||
3231 | Vector3 oldPos; | 3234 | Vector3 oldPos; |
3232 | 3235 | ||
3233 | // FIXME: This improves the situation where editing just the root prim of an attached object would send | ||
3234 | // all the other parts to oblivion after detach/reattach. However, a problem remains since the root prim | ||
3235 | // still ends up in the wrong position on reattach. | ||
3236 | if (IsAttachment) | 3236 | if (IsAttachment) |
3237 | oldPos = RootPart.OffsetPosition; | 3237 | oldPos = m_rootPart.AttachedPos + m_rootPart.OffsetPosition; // OffsetPosition should always be 0 in an attachments's root prim |
3238 | else | 3238 | else |
3239 | oldPos = AbsolutePosition + RootPart.OffsetPosition; | 3239 | oldPos = AbsolutePosition + m_rootPart.OffsetPosition; |
3240 | 3240 | ||
3241 | Vector3 diff = oldPos - newPos; | 3241 | Vector3 diff = oldPos - newPos; |
3242 | Quaternion partRotation = m_rootPart.RotationOffset; | 3242 | Quaternion partRotation = m_rootPart.RotationOffset; |
@@ -3251,6 +3251,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
3251 | } | 3251 | } |
3252 | 3252 | ||
3253 | AbsolutePosition = newPos; | 3253 | AbsolutePosition = newPos; |
3254 | |||
3255 | if (IsAttachment) | ||
3256 | m_rootPart.AttachedPos = newPos; | ||
3254 | 3257 | ||
3255 | HasGroupChanged = true; | 3258 | HasGroupChanged = true; |
3256 | ScheduleGroupForTerseUpdate(); | 3259 | ScheduleGroupForTerseUpdate(); |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index ea9d0d8..1cf7726 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -4800,6 +4800,64 @@ namespace OpenSim.Region.Framework.Scenes | |||
4800 | { | 4800 | { |
4801 | ParentGroup.AddScriptLPS(count); | 4801 | ParentGroup.AddScriptLPS(count); |
4802 | } | 4802 | } |
4803 | |||
4804 | /// <summary> | ||
4805 | /// Sets a prim's owner and permissions when it's rezzed. | ||
4806 | /// </summary> | ||
4807 | /// <param name="item">The inventory item from which the item was rezzed</param> | ||
4808 | /// <param name="userInventory">True: the item is being rezzed from the user's inventory. False: from a prim's inventory.</param> | ||
4809 | /// <param name="scene">The scene the prim is being rezzed into</param> | ||
4810 | public void ApplyPermissionsOnRez(InventoryItemBase item, bool userInventory, Scene scene) | ||
4811 | { | ||
4812 | if ((OwnerID != item.Owner) || ((item.CurrentPermissions & SceneObjectGroup.SLAM) != 0) || ((item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0)) | ||
4813 | { | ||
4814 | if (scene.Permissions.PropagatePermissions()) | ||
4815 | { | ||
4816 | if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0) | ||
4817 | { | ||
4818 | // Apply the item's permissions to the object | ||
4819 | //LogPermissions("Before applying item permissions"); | ||
4820 | if (userInventory) | ||
4821 | { | ||
4822 | EveryoneMask = item.EveryOnePermissions; | ||
4823 | NextOwnerMask = item.NextPermissions; | ||
4824 | } | ||
4825 | else | ||
4826 | { | ||
4827 | if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0) | ||
4828 | EveryoneMask = item.EveryOnePermissions; | ||
4829 | if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0) | ||
4830 | NextOwnerMask = item.NextPermissions; | ||
4831 | if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0) | ||
4832 | GroupMask = item.GroupPermissions; | ||
4833 | } | ||
4834 | //LogPermissions("After applying item permissions"); | ||
4835 | } | ||
4836 | } | ||
4837 | |||
4838 | GroupMask = 0; // DO NOT propagate here | ||
4839 | } | ||
4840 | |||
4841 | if (OwnerID != item.Owner) | ||
4842 | { | ||
4843 | //LogPermissions("Before ApplyNextOwnerPermissions"); | ||
4844 | ApplyNextOwnerPermissions(); | ||
4845 | //LogPermissions("After ApplyNextOwnerPermissions"); | ||
4846 | |||
4847 | LastOwnerID = OwnerID; | ||
4848 | OwnerID = item.Owner; | ||
4849 | Inventory.ChangeInventoryOwner(item.Owner); | ||
4850 | } | ||
4851 | } | ||
4852 | |||
4853 | /// <summary> | ||
4854 | /// Logs the prim's permissions. Useful when debugging permission problems. | ||
4855 | /// </summary> | ||
4856 | /// <param name="message"></param> | ||
4857 | private void LogPermissions(String message) | ||
4858 | { | ||
4859 | PermissionsUtil.LogPermissions(Name, message, BaseMask, OwnerMask, NextOwnerMask); | ||
4860 | } | ||
4803 | 4861 | ||
4804 | public void ApplyNextOwnerPermissions() | 4862 | public void ApplyNextOwnerPermissions() |
4805 | { | 4863 | { |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs index 380e402..fb8ecd5 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs | |||
@@ -764,48 +764,27 @@ namespace OpenSim.Region.Framework.Scenes | |||
764 | // Since renaming the item in the inventory does not affect the name stored | 764 | // Since renaming the item in the inventory does not affect the name stored |
765 | // in the serialization, transfer the correct name from the inventory to the | 765 | // in the serialization, transfer the correct name from the inventory to the |
766 | // object itself before we rez. | 766 | // object itself before we rez. |
767 | rootPart.Name = item.Name; | 767 | // Only do these for the first object if we are rezzing a coalescence. |
768 | rootPart.Description = item.Description; | 768 | if (i == 0) |
769 | |||
770 | SceneObjectPart[] partList = group.Parts; | ||
771 | |||
772 | group.SetGroup(m_part.GroupID, null); | ||
773 | |||
774 | // TODO: Remove magic number badness | ||
775 | if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number | ||
776 | { | 769 | { |
777 | if (m_part.ParentGroup.Scene.Permissions.PropagatePermissions()) | 770 | rootPart.Name = item.Name; |
778 | { | 771 | rootPart.Description = item.Description; |
779 | foreach (SceneObjectPart part in partList) | ||
780 | { | ||
781 | if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0) | ||
782 | part.EveryoneMask = item.EveryonePermissions; | ||
783 | if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0) | ||
784 | part.NextOwnerMask = item.NextPermissions; | ||
785 | if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0) | ||
786 | part.GroupMask = item.GroupPermissions; | ||
787 | } | ||
788 | |||
789 | group.ApplyNextOwnerPermissions(); | ||
790 | } | ||
791 | } | 772 | } |
792 | 773 | ||
793 | foreach (SceneObjectPart part in partList) | 774 | group.SetGroup(m_part.GroupID, null); |
794 | { | ||
795 | // TODO: Remove magic number badness | ||
796 | if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number | ||
797 | { | ||
798 | part.LastOwnerID = part.OwnerID; | ||
799 | part.OwnerID = item.OwnerID; | ||
800 | part.Inventory.ChangeInventoryOwner(item.OwnerID); | ||
801 | } | ||
802 | 775 | ||
803 | if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0) | 776 | foreach (SceneObjectPart part in group.Parts) |
804 | part.EveryoneMask = item.EveryonePermissions; | 777 | { |
805 | if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0) | 778 | // Convert between InventoryItem classes. You can never have too many similar but slightly different classes :) |
806 | part.NextOwnerMask = item.NextPermissions; | 779 | InventoryItemBase dest = new InventoryItemBase(item.ItemID, item.OwnerID); |
807 | if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0) | 780 | dest.BasePermissions = item.BasePermissions; |
808 | part.GroupMask = item.GroupPermissions; | 781 | dest.CurrentPermissions = item.CurrentPermissions; |
782 | dest.EveryOnePermissions = item.EveryonePermissions; | ||
783 | dest.GroupPermissions = item.GroupPermissions; | ||
784 | dest.NextPermissions = item.NextPermissions; | ||
785 | dest.Flags = item.Flags; | ||
786 | |||
787 | part.ApplyPermissionsOnRez(dest, false, m_part.ParentGroup.Scene); | ||
809 | } | 788 | } |
810 | 789 | ||
811 | rootPart.TrimPermissions(); | 790 | rootPart.TrimPermissions(); |
@@ -1130,25 +1109,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1130 | mask &= ~((uint)PermissionMask.Transfer >> 13); | 1109 | mask &= ~((uint)PermissionMask.Transfer >> 13); |
1131 | if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) | 1110 | if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) |
1132 | mask &= ~((uint)PermissionMask.Modify >> 13); | 1111 | mask &= ~((uint)PermissionMask.Modify >> 13); |
1133 | |||
1134 | if (item.InvType != (int)InventoryType.Object) | ||
1135 | { | ||
1136 | if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) | ||
1137 | mask &= ~((uint)PermissionMask.Copy >> 13); | ||
1138 | if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) | ||
1139 | mask &= ~((uint)PermissionMask.Transfer >> 13); | ||
1140 | if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) | ||
1141 | mask &= ~((uint)PermissionMask.Modify >> 13); | ||
1142 | } | ||
1143 | else | ||
1144 | { | ||
1145 | if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) | ||
1146 | mask &= ~((uint)PermissionMask.Copy >> 13); | ||
1147 | if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) | ||
1148 | mask &= ~((uint)PermissionMask.Transfer >> 13); | ||
1149 | if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0) | ||
1150 | mask &= ~((uint)PermissionMask.Modify >> 13); | ||
1151 | } | ||
1152 | 1112 | ||
1153 | if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) | 1113 | if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) |
1154 | mask &= ~(uint)PermissionMask.Copy; | 1114 | mask &= ~(uint)PermissionMask.Copy; |
@@ -1172,14 +1132,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1172 | // "[SCENE OBJECT PART INVENTORY]: Applying next permissions {0} to {1} in {2} with current {3}, base {4}, everyone {5}", | 1132 | // "[SCENE OBJECT PART INVENTORY]: Applying next permissions {0} to {1} in {2} with current {3}, base {4}, everyone {5}", |
1173 | // item.NextPermissions, item.Name, m_part.Name, item.CurrentPermissions, item.BasePermissions, item.EveryonePermissions); | 1133 | // item.NextPermissions, item.Name, m_part.Name, item.CurrentPermissions, item.BasePermissions, item.EveryonePermissions); |
1174 | 1134 | ||
1175 | if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) | 1135 | if (item.InvType == (int)InventoryType.Object) |
1176 | { | 1136 | { |
1177 | if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) | 1137 | uint perms = item.CurrentPermissions; |
1178 | item.CurrentPermissions &= ~(uint)PermissionMask.Copy; | 1138 | PermissionsUtil.ApplyFoldedPermissions(perms, ref perms); |
1179 | if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) | 1139 | item.CurrentPermissions = perms; |
1180 | item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; | ||
1181 | if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0) | ||
1182 | item.CurrentPermissions &= ~(uint)PermissionMask.Modify; | ||
1183 | } | 1140 | } |
1184 | 1141 | ||
1185 | item.CurrentPermissions &= item.NextPermissions; | 1142 | item.CurrentPermissions &= item.NextPermissions; |
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index a98baea..b52f48c 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -1900,6 +1900,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1900 | ControllingClient.SendAgentTerseUpdate(this); | 1900 | ControllingClient.SendAgentTerseUpdate(this); |
1901 | 1901 | ||
1902 | PhysicsActor actor = PhysicsActor; | 1902 | PhysicsActor actor = PhysicsActor; |
1903 | |||
1904 | // This will be the case if the agent is sitting on the groudn or on an object. | ||
1903 | if (actor == null) | 1905 | if (actor == null) |
1904 | { | 1906 | { |
1905 | SendControlsToScripts(flagsForScripts); | 1907 | SendControlsToScripts(flagsForScripts); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index 006a9c1..fbe320b 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | |||
@@ -71,7 +71,7 @@ public abstract class BSShape | |||
71 | lastReferenced = DateTime.Now; | 71 | lastReferenced = DateTime.Now; |
72 | } | 72 | } |
73 | 73 | ||
74 | // Called when this shape is being used again. | 74 | // Called when this shape is done being used. |
75 | protected virtual void DecrementReference() | 75 | protected virtual void DecrementReference() |
76 | { | 76 | { |
77 | referenceCount--; | 77 | referenceCount--; |
@@ -866,6 +866,8 @@ public class BSShapeHull : BSShape | |||
866 | public class BSShapeCompound : BSShape | 866 | public class BSShapeCompound : BSShape |
867 | { | 867 | { |
868 | private static string LogHeader = "[BULLETSIM SHAPE COMPOUND]"; | 868 | private static string LogHeader = "[BULLETSIM SHAPE COMPOUND]"; |
869 | public static Dictionary<string, BSShapeCompound> CompoundShapes = new Dictionary<string, BSShapeCompound>(); | ||
870 | |||
869 | public BSShapeCompound(BulletShape pShape) : base(pShape) | 871 | public BSShapeCompound(BulletShape pShape) : base(pShape) |
870 | { | 872 | { |
871 | } | 873 | } |
@@ -873,7 +875,9 @@ public class BSShapeCompound : BSShape | |||
873 | { | 875 | { |
874 | // Base compound shapes are not shared so this returns a raw shape. | 876 | // Base compound shapes are not shared so this returns a raw shape. |
875 | // A built compound shape can be reused in linksets. | 877 | // A built compound shape can be reused in linksets. |
876 | return new BSShapeCompound(CreatePhysicalCompoundShape(physicsScene)); | 878 | BSShapeCompound ret = new BSShapeCompound(CreatePhysicalCompoundShape(physicsScene)); |
879 | CompoundShapes.Add(ret.AddrString, ret); | ||
880 | return ret; | ||
877 | } | 881 | } |
878 | public override BSShape GetReference(BSScene physicsScene, BSPhysObject prim) | 882 | public override BSShape GetReference(BSScene physicsScene, BSPhysObject prim) |
879 | { | 883 | { |
@@ -911,10 +915,21 @@ public class BSShapeCompound : BSShape | |||
911 | BulletShape childShape = physicsScene.PE.RemoveChildShapeFromCompoundShapeIndex(physShapeInfo, ii); | 915 | BulletShape childShape = physicsScene.PE.RemoveChildShapeFromCompoundShapeIndex(physShapeInfo, ii); |
912 | DereferenceAnonCollisionShape(physicsScene, childShape); | 916 | DereferenceAnonCollisionShape(physicsScene, childShape); |
913 | } | 917 | } |
918 | |||
919 | lock (CompoundShapes) | ||
920 | CompoundShapes.Remove(physShapeInfo.AddrString); | ||
914 | physicsScene.PE.DeleteCollisionShape(physicsScene.World, physShapeInfo); | 921 | physicsScene.PE.DeleteCollisionShape(physicsScene.World, physShapeInfo); |
915 | } | 922 | } |
916 | } | 923 | } |
917 | } | 924 | } |
925 | public static bool TryGetCompoundByPtr(BulletShape pShape, out BSShapeCompound outCompound) | ||
926 | { | ||
927 | lock (CompoundShapes) | ||
928 | { | ||
929 | string addr = pShape.AddrString; | ||
930 | return CompoundShapes.TryGetValue(addr, out outCompound); | ||
931 | } | ||
932 | } | ||
918 | private static BulletShape CreatePhysicalCompoundShape(BSScene physicsScene) | 933 | private static BulletShape CreatePhysicalCompoundShape(BSScene physicsScene) |
919 | { | 934 | { |
920 | BulletShape cShape = physicsScene.PE.CreateCompoundShape(physicsScene.World, false); | 935 | BulletShape cShape = physicsScene.PE.CreateCompoundShape(physicsScene.World, false); |
@@ -926,10 +941,13 @@ public class BSShapeCompound : BSShape | |||
926 | private void DereferenceAnonCollisionShape(BSScene physicsScene, BulletShape pShape) | 941 | private void DereferenceAnonCollisionShape(BSScene physicsScene, BulletShape pShape) |
927 | { | 942 | { |
928 | // TODO: figure a better way to go through all the shape types and find a possible instance. | 943 | // TODO: figure a better way to go through all the shape types and find a possible instance. |
944 | physicsScene.DetailLog("{0},BSShapeCompound.DereferenceAnonCollisionShape,shape={1}", | ||
945 | BSScene.DetailLogZero, pShape); | ||
929 | BSShapeMesh meshDesc; | 946 | BSShapeMesh meshDesc; |
930 | if (BSShapeMesh.TryGetMeshByPtr(pShape, out meshDesc)) | 947 | if (BSShapeMesh.TryGetMeshByPtr(pShape, out meshDesc)) |
931 | { | 948 | { |
932 | meshDesc.Dereference(physicsScene); | 949 | meshDesc.Dereference(physicsScene); |
950 | // physicsScene.DetailLog("{0},BSShapeCompound.DereferenceAnonCollisionShape,foundMesh,shape={1}", BSScene.DetailLogZero, pShape); | ||
933 | } | 951 | } |
934 | else | 952 | else |
935 | { | 953 | { |
@@ -937,13 +955,15 @@ public class BSShapeCompound : BSShape | |||
937 | if (BSShapeHull.TryGetHullByPtr(pShape, out hullDesc)) | 955 | if (BSShapeHull.TryGetHullByPtr(pShape, out hullDesc)) |
938 | { | 956 | { |
939 | hullDesc.Dereference(physicsScene); | 957 | hullDesc.Dereference(physicsScene); |
958 | // physicsScene.DetailLog("{0},BSShapeCompound.DereferenceAnonCollisionShape,foundHull,shape={1}", BSScene.DetailLogZero, pShape); | ||
940 | } | 959 | } |
941 | else | 960 | else |
942 | { | 961 | { |
943 | BSShapeConvexHull chullDesc; | 962 | BSShapeConvexHull chullDesc; |
944 | if (BSShapeConvexHull.TryGetHullByPtr(pShape, out chullDesc)) | 963 | if (BSShapeConvexHull.TryGetConvexHullByPtr(pShape, out chullDesc)) |
945 | { | 964 | { |
946 | chullDesc.Dereference(physicsScene); | 965 | chullDesc.Dereference(physicsScene); |
966 | // physicsScene.DetailLog("{0},BSShapeCompound.DereferenceAnonCollisionShape,foundConvexHull,shape={1}", BSScene.DetailLogZero, pShape); | ||
947 | } | 967 | } |
948 | else | 968 | else |
949 | { | 969 | { |
@@ -951,20 +971,23 @@ public class BSShapeCompound : BSShape | |||
951 | if (BSShapeGImpact.TryGetGImpactByPtr(pShape, out gImpactDesc)) | 971 | if (BSShapeGImpact.TryGetGImpactByPtr(pShape, out gImpactDesc)) |
952 | { | 972 | { |
953 | gImpactDesc.Dereference(physicsScene); | 973 | gImpactDesc.Dereference(physicsScene); |
974 | // physicsScene.DetailLog("{0},BSShapeCompound.DereferenceAnonCollisionShape,foundgImpact,shape={1}", BSScene.DetailLogZero, pShape); | ||
954 | } | 975 | } |
955 | else | 976 | else |
956 | { | 977 | { |
957 | // Didn't find it in the lists of specific types. It could be compound. | 978 | // Didn't find it in the lists of specific types. It could be compound. |
958 | if (physicsScene.PE.IsCompound(pShape)) | 979 | BSShapeCompound compoundDesc; |
980 | if (BSShapeCompound.TryGetCompoundByPtr(pShape, out compoundDesc)) | ||
959 | { | 981 | { |
960 | BSShapeCompound recursiveCompound = new BSShapeCompound(pShape); | 982 | compoundDesc.Dereference(physicsScene); |
961 | recursiveCompound.Dereference(physicsScene); | 983 | // physicsScene.DetailLog("{0},BSShapeCompound.DereferenceAnonCollisionShape,recursiveCompoundShape,shape={1}", BSScene.DetailLogZero, pShape); |
962 | } | 984 | } |
963 | else | 985 | else |
964 | { | 986 | { |
965 | // If none of the above, maybe it is a simple native shape. | 987 | // If none of the above, maybe it is a simple native shape. |
966 | if (physicsScene.PE.IsNativeShape(pShape)) | 988 | if (physicsScene.PE.IsNativeShape(pShape)) |
967 | { | 989 | { |
990 | // physicsScene.DetailLog("{0},BSShapeCompound.DereferenceAnonCollisionShape,assumingNative,shape={1}", BSScene.DetailLogZero, pShape); | ||
968 | BSShapeNative nativeShape = new BSShapeNative(pShape); | 991 | BSShapeNative nativeShape = new BSShapeNative(pShape); |
969 | nativeShape.Dereference(physicsScene); | 992 | nativeShape.Dereference(physicsScene); |
970 | } | 993 | } |
@@ -1021,6 +1044,8 @@ public class BSShapeConvexHull : BSShape | |||
1021 | convexShape = physicsScene.PE.BuildConvexHullShapeFromMesh(physicsScene.World, baseMesh.physShapeInfo); | 1044 | convexShape = physicsScene.PE.BuildConvexHullShapeFromMesh(physicsScene.World, baseMesh.physShapeInfo); |
1022 | convexShape.shapeKey = newMeshKey; | 1045 | convexShape.shapeKey = newMeshKey; |
1023 | ConvexHulls.Add(convexShape.shapeKey, retConvexHull); | 1046 | ConvexHulls.Add(convexShape.shapeKey, retConvexHull); |
1047 | physicsScene.DetailLog("{0},BSShapeConvexHull.GetReference,addingNewlyCreatedShape,shape={1}", | ||
1048 | BSScene.DetailLogZero, convexShape); | ||
1024 | } | 1049 | } |
1025 | 1050 | ||
1026 | // Done with the base mesh | 1051 | // Done with the base mesh |
@@ -1049,7 +1074,7 @@ public class BSShapeConvexHull : BSShape | |||
1049 | } | 1074 | } |
1050 | } | 1075 | } |
1051 | // Loop through all the known hulls and return the description based on the physical address. | 1076 | // Loop through all the known hulls and return the description based on the physical address. |
1052 | public static bool TryGetHullByPtr(BulletShape pShape, out BSShapeConvexHull outHull) | 1077 | public static bool TryGetConvexHullByPtr(BulletShape pShape, out BSShapeConvexHull outHull) |
1053 | { | 1078 | { |
1054 | bool ret = false; | 1079 | bool ret = false; |
1055 | BSShapeConvexHull foundDesc = null; | 1080 | BSShapeConvexHull foundDesc = null; |
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 674885c..7b56abf 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | |||
@@ -4394,7 +4394,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
4394 | UUID av = new UUID(); | 4394 | UUID av = new UUID(); |
4395 | if (!UUID.TryParse(agent,out av)) | 4395 | if (!UUID.TryParse(agent,out av)) |
4396 | { | 4396 | { |
4397 | LSLError("First parameter to llDialog needs to be a key"); | 4397 | LSLError("First parameter to llTextBox needs to be a key"); |
4398 | return; | 4398 | return; |
4399 | } | 4399 | } |
4400 | 4400 | ||