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-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs19
-rw-r--r--OpenSim/Region/Framework/Scenes/CollisionSounds.cs304
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs43
-rw-r--r--OpenSim/Region/Framework/Scenes/KeyframeMotion.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs16
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPMaterial.cs95
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPVehicle.cs791
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs368
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs152
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs520
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs11
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs439
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs246
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1424
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs1485
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs767
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs1115
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs78
-rw-r--r--OpenSim/Region/Framework/Scenes/SimStatsReporter.cs124
-rw-r--r--OpenSim/Region/Framework/Scenes/TerrainChannel.cs10
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs25
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs184
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs7
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCapabilityTests.cs8
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs6
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs367
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
31 files changed, 6361 insertions, 2297 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index 3b5a5bd..5529a25 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -80,12 +80,13 @@ namespace OpenSim.Region.Framework.Scenes.Animation
80 m_scenePresence = sp; 80 m_scenePresence = sp;
81 CurrentMovementAnimation = "CROUCH"; 81 CurrentMovementAnimation = "CROUCH";
82 } 82 }
83 83
84 public void AddAnimation(UUID animID, UUID objectID) 84 public void AddAnimation(UUID animID, UUID objectID)
85 { 85 {
86 if (m_scenePresence.IsChildAgent) 86 if (m_scenePresence.IsChildAgent)
87 return; 87 return;
88 88
89 // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name);
89 if (m_scenePresence.Scene.DebugAnimations) 90 if (m_scenePresence.Scene.DebugAnimations)
90 m_log.DebugFormat( 91 m_log.DebugFormat(
91 "[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}", 92 "[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}",
@@ -140,6 +141,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation
140 } 141 }
141 } 142 }
142 143
144 public void avnChangeAnim(UUID animID, bool addRemove, bool sendPack)
145 {
146 if (m_scenePresence.IsChildAgent)
147 return;
148
149 if (animID != UUID.Zero)
150 {
151 if (addRemove)
152 m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero);
153 else
154 m_animations.Remove(animID, true);
155 }
156 if(sendPack)
157 SendAnimPack();
158 }
159
143 // Called from scripts 160 // Called from scripts
144 public void RemoveAnimation(string name) 161 public void RemoveAnimation(string name)
145 { 162 {
diff --git a/OpenSim/Region/Framework/Scenes/CollisionSounds.cs b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
new file mode 100644
index 0000000..075724e
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
@@ -0,0 +1,304 @@
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// Ubit 2012
28
29using System;
30using System.Reflection;
31using System.Collections.Generic;
32using OpenMetaverse;
33using OpenSim.Framework;
34using log4net;
35
36namespace OpenSim.Region.Framework.Scenes
37{
38 public struct CollisionForSoundInfo
39 {
40 public uint colliderID;
41 public Vector3 position;
42 public float relativeVel;
43 }
44
45 public static class CollisionSounds
46 {
47 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
48
49 private const int MaxMaterials = 7;
50 // part part
51
52 private static UUID snd_StoneStone = new UUID("be7295c0-a158-11e1-b3dd-0800200c9a66");
53 private static UUID snd_StoneMetal = new UUID("be7295c0-a158-11e1-b3dd-0800201c9a66");
54 private static UUID snd_StoneGlass = new UUID("be7295c0-a158-11e1-b3dd-0800202c9a66");
55 private static UUID snd_StoneWood = new UUID("be7295c0-a158-11e1-b3dd-0800203c9a66");
56 private static UUID snd_StoneFlesh = new UUID("be7295c0-a158-11e1-b3dd-0800204c9a66");
57 private static UUID snd_StonePlastic = new UUID("be7295c0-a158-11e1-b3dd-0800205c9a66");
58 private static UUID snd_StoneRubber = new UUID("be7295c0-a158-11e1-b3dd-0800206c9a66");
59
60 private static UUID snd_MetalMetal = new UUID("be7295c0-a158-11e1-b3dd-0801201c9a66");
61 private static UUID snd_MetalGlass = new UUID("be7295c0-a158-11e1-b3dd-0801202c9a66");
62 private static UUID snd_MetalWood = new UUID("be7295c0-a158-11e1-b3dd-0801203c9a66");
63 private static UUID snd_MetalFlesh = new UUID("be7295c0-a158-11e1-b3dd-0801204c9a66");
64 private static UUID snd_MetalPlastic = new UUID("be7295c0-a158-11e1-b3dd-0801205c9a66");
65 private static UUID snd_MetalRubber = new UUID("be7295c0-a158-11e1-b3dd-0801206c9a66");
66
67 private static UUID snd_GlassGlass = new UUID("be7295c0-a158-11e1-b3dd-0802202c9a66");
68 private static UUID snd_GlassWood = new UUID("be7295c0-a158-11e1-b3dd-0802203c9a66");
69 private static UUID snd_GlassFlesh = new UUID("be7295c0-a158-11e1-b3dd-0802204c9a66");
70 private static UUID snd_GlassPlastic = new UUID("be7295c0-a158-11e1-b3dd-0802205c9a66");
71 private static UUID snd_GlassRubber = new UUID("be7295c0-a158-11e1-b3dd-0802206c9a66");
72
73 private static UUID snd_WoodWood = new UUID("be7295c0-a158-11e1-b3dd-0803203c9a66");
74 private static UUID snd_WoodFlesh = new UUID("be7295c0-a158-11e1-b3dd-0803204c9a66");
75 private static UUID snd_WoodPlastic = new UUID("be7295c0-a158-11e1-b3dd-0803205c9a66");
76 private static UUID snd_WoodRubber = new UUID("be7295c0-a158-11e1-b3dd-0803206c9a66");
77
78 private static UUID snd_FleshFlesh = new UUID("be7295c0-a158-11e1-b3dd-0804204c9a66");
79 private static UUID snd_FleshPlastic = new UUID("be7295c0-a158-11e1-b3dd-0804205c9a66");
80 private static UUID snd_FleshRubber = new UUID("be7295c0-a158-11e1-b3dd-0804206c9a66");
81
82 private static UUID snd_PlasticPlastic = new UUID("be7295c0-a158-11e1-b3dd-0805205c9a66");
83 private static UUID snd_PlasticRubber = new UUID("be7295c0-a158-11e1-b3dd-0805206c9a66");
84
85 private static UUID snd_RubberRubber = new UUID("be7295c0-a158-11e1-b3dd-0806206c9a66");
86
87 // terrain part
88 private static UUID snd_TerrainStone = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
89 private static UUID snd_TerrainMetal = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
90 private static UUID snd_TerrainGlass = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
91 private static UUID snd_TerrainWood = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
92 private static UUID snd_TerrainFlesh = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
93 private static UUID snd_TerrainPlastic = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
94 private static UUID snd_TerrainRubber = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
95
96 public static UUID[] m_TerrainPart = {
97 snd_TerrainStone,
98 snd_TerrainMetal,
99 snd_TerrainGlass,
100 snd_TerrainWood,
101 snd_TerrainFlesh,
102 snd_TerrainPlastic,
103 snd_TerrainRubber
104 };
105
106 // simetric sounds
107 public static UUID[] m_PartPart = {
108 snd_StoneStone, snd_StoneMetal, snd_StoneGlass, snd_StoneWood, snd_StoneFlesh, snd_StonePlastic, snd_StoneRubber,
109 snd_StoneMetal, snd_MetalMetal, snd_MetalGlass, snd_MetalWood, snd_MetalFlesh, snd_MetalPlastic, snd_MetalRubber,
110 snd_StoneGlass, snd_MetalGlass, snd_GlassGlass, snd_GlassWood, snd_GlassFlesh, snd_GlassPlastic, snd_GlassRubber,
111 snd_StoneWood, snd_MetalWood, snd_GlassWood, snd_WoodWood, snd_WoodFlesh, snd_WoodPlastic, snd_WoodRubber,
112 snd_StoneFlesh, snd_MetalFlesh, snd_GlassFlesh, snd_WoodFlesh, snd_FleshFlesh, snd_FleshPlastic, snd_FleshRubber,
113 snd_StonePlastic, snd_MetalPlastic, snd_GlassPlastic, snd_WoodPlastic, snd_FleshPlastic, snd_PlasticPlastic, snd_PlasticRubber,
114 snd_StoneRubber, snd_MetalRubber, snd_GlassRubber, snd_WoodRubber, snd_FleshRubber, snd_PlasticRubber, snd_RubberRubber
115 };
116
117 public static void PartCollisionSound(SceneObjectPart part, List<CollisionForSoundInfo> collidersinfolist)
118 {
119 if (collidersinfolist.Count == 0 || part == null)
120 return;
121
122 if (part.VolumeDetectActive || (part.Flags & PrimFlags.Physics) == 0)
123 return;
124
125 if (part.ParentGroup == null)
126 return;
127
128 if (part.CollisionSoundType < 0)
129 return;
130
131 float volume = 0.0f;
132 bool HaveSound = false;
133
134 UUID soundID = part.CollisionSound;
135
136 if (part.CollisionSoundType > 0)
137 {
138 // soundID = part.CollisionSound;
139 volume = part.CollisionSoundVolume;
140 if (volume == 0.0f)
141 return;
142 HaveSound = true;
143 }
144
145 bool doneownsound = false;
146
147 int thisMaterial = (int)part.Material;
148 if (thisMaterial >= MaxMaterials)
149 thisMaterial = 3;
150 int thisMatScaled = thisMaterial * MaxMaterials;
151
152 CollisionForSoundInfo colInfo;
153 uint id;
154
155 for(int i = 0; i< collidersinfolist.Count; i++)
156 {
157 colInfo = collidersinfolist[i];
158
159 id = colInfo.colliderID;
160 if (id == 0) // terrain collision
161 {
162 if (!doneownsound)
163 {
164 if (!HaveSound)
165 {
166 volume = Math.Abs(colInfo.relativeVel);
167 if (volume < 0.2f)
168 continue;
169
170 volume *= volume * .0625f; // 4m/s == full volume
171 if (volume > 1.0f)
172 volume = 1.0f;
173
174 soundID = m_TerrainPart[thisMaterial];
175 }
176 part.SendCollisionSound(soundID, volume, colInfo.position);
177 doneownsound = true;
178 }
179 continue;
180 }
181
182 SceneObjectPart otherPart = part.ParentGroup.Scene.GetSceneObjectPart(id);
183 if (otherPart != null)
184 {
185 if (otherPart.CollisionSoundType < 0 || otherPart.VolumeDetectActive)
186 continue;
187
188 if (!HaveSound)
189 {
190 if (otherPart.CollisionSoundType > 0)
191 {
192 soundID = otherPart.CollisionSound;
193 volume = otherPart.CollisionSoundVolume;
194 if (volume == 0.0f)
195 continue;
196 }
197 else
198 {
199 volume = Math.Abs(colInfo.relativeVel);
200 if (volume < 0.2f)
201 continue;
202
203 volume *= volume * .0625f; // 4m/s == full volume
204 if (volume > 1.0f)
205 volume = 1.0f;
206
207 int otherMaterial = (int)otherPart.Material;
208 if (otherMaterial >= MaxMaterials)
209 otherMaterial = 3;
210
211 soundID = m_PartPart[thisMatScaled + otherMaterial];
212 }
213 }
214
215 if (doneownsound)
216 otherPart.SendCollisionSound(soundID, volume, colInfo.position);
217 else
218 {
219 part.SendCollisionSound(soundID, volume, colInfo.position);
220 doneownsound = true;
221 }
222 }
223 }
224 }
225
226 public static void AvatarCollisionSound(ScenePresence av, List<CollisionForSoundInfo> collidersinfolist)
227 {
228 if (collidersinfolist.Count == 0 || av == null)
229 return;
230
231 UUID soundID;
232 int otherMaterial;
233
234 int thisMaterial = 4; // flesh
235
236 int thisMatScaled = thisMaterial * MaxMaterials;
237
238 // bool doneownsound = false;
239
240 CollisionForSoundInfo colInfo;
241 uint id;
242 float volume;
243
244 for(int i = 0; i< collidersinfolist.Count; i++)
245 {
246 colInfo = collidersinfolist[i];
247
248 id = colInfo.colliderID;
249
250 if (id == 0) // no terrain collision sounds for now
251 {
252 continue;
253// volume = Math.Abs(colInfo.relativeVel);
254// if (volume < 0.2f)
255// continue;
256
257 }
258
259 SceneObjectPart otherPart = av.Scene.GetSceneObjectPart(id);
260 if (otherPart != null)
261 {
262 if (otherPart.CollisionSoundType < 0)
263 continue;
264 if (otherPart.CollisionSoundType > 0 && otherPart.CollisionSoundVolume > 0f)
265 otherPart.SendCollisionSound(otherPart.CollisionSound, otherPart.CollisionSoundVolume, colInfo.position);
266 else
267 {
268 volume = Math.Abs(colInfo.relativeVel);
269 // Most noral collisions (running into walls, stairs)
270 // should never be heard.
271 if (volume < 3.2f)
272 continue;
273// m_log.DebugFormat("Collision speed was {0}", volume);
274
275 // Cap to 0.2 times volume because climbing stairs should not be noisy
276 // Also changed scaling
277 volume *= volume * .0125f; // 4m/s == volume 0.2
278 if (volume > 0.2f)
279 volume = 0.2f;
280 otherMaterial = (int)otherPart.Material;
281 if (otherMaterial >= MaxMaterials)
282 otherMaterial = 3;
283
284 soundID = m_PartPart[thisMatScaled + otherMaterial];
285 otherPart.SendCollisionSound(soundID, volume, colInfo.position);
286 }
287 continue;
288 }
289/*
290 else if (!doneownsound)
291 {
292 ScenePresence otherav = av.Scene.GetScenePresence(Id);
293 if (otherav != null && (!otherav.IsChildAgent))
294 {
295 soundID = snd_FleshFlesh;
296 av.SendCollisionSound(soundID, 1.0);
297 doneownsound = true;
298 }
299 }
300 */
301 }
302 }
303 }
304}
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 37b5776..7f06e82 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -90,6 +90,10 @@ namespace OpenSim.Region.Framework.Scenes
90 /// </remarks> 90 /// </remarks>
91 public event OnTerrainTickDelegate OnTerrainTick; 91 public event OnTerrainTickDelegate OnTerrainTick;
92 92
93 public delegate void OnTerrainUpdateDelegate();
94
95 public event OnTerrainUpdateDelegate OnTerrainUpdate;
96
93 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 97 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
94 98
95 /// <summary> 99 /// <summary>
@@ -339,8 +343,6 @@ namespace OpenSim.Region.Framework.Scenes
339 /// in <see cref="Scene.SetScriptRunning"/> 343 /// in <see cref="Scene.SetScriptRunning"/>
340 /// via <see cref="OpenSim.Framework.IClientAPI.OnSetScriptRunning"/>, 344 /// via <see cref="OpenSim.Framework.IClientAPI.OnSetScriptRunning"/>,
341 /// via <see cref="OpenSim.Region.ClientStack.LindenUDP.HandleSetScriptRunning"/> 345 /// via <see cref="OpenSim.Region.ClientStack.LindenUDP.HandleSetScriptRunning"/>
342 /// XXX: This is only triggered when it is the client that starts the script, not in other situations where
343 /// a script is started, unlike OnStopScript!
344 /// </remarks> 346 /// </remarks>
345 public event StartScript OnStartScript; 347 public event StartScript OnStartScript;
346 348
@@ -354,7 +356,6 @@ namespace OpenSim.Region.Framework.Scenes
354 /// in <see cref="SceneObjectPartInventory.CreateScriptInstance"/>, 356 /// in <see cref="SceneObjectPartInventory.CreateScriptInstance"/>,
355 /// <see cref="SceneObjectPartInventory.StopScriptInstance"/>, 357 /// <see cref="SceneObjectPartInventory.StopScriptInstance"/>,
356 /// <see cref="Scene.SetScriptRunning"/> 358 /// <see cref="Scene.SetScriptRunning"/>
357 /// XXX: This is triggered when a sciprt is stopped for any reason, unlike OnStartScript!
358 /// </remarks> 359 /// </remarks>
359 public event StopScript OnStopScript; 360 public event StopScript OnStopScript;
360 361
@@ -842,6 +843,10 @@ namespace OpenSim.Region.Framework.Scenes
842 public event ParcelPrimCountTainted OnParcelPrimCountTainted; 843 public event ParcelPrimCountTainted OnParcelPrimCountTainted;
843 public event GetScriptRunning OnGetScriptRunning; 844 public event GetScriptRunning OnGetScriptRunning;
844 845
846 public delegate void ThrottleUpdate(ScenePresence scenePresence);
847
848 public event ThrottleUpdate OnThrottleUpdate;
849
845 /// <summary> 850 /// <summary>
846 /// RegisterCapsEvent is called by Scene after the Caps object 851 /// RegisterCapsEvent is called by Scene after the Caps object
847 /// has been instantiated and before it is return to the 852 /// has been instantiated and before it is return to the
@@ -1435,6 +1440,26 @@ namespace OpenSim.Region.Framework.Scenes
1435 } 1440 }
1436 } 1441 }
1437 } 1442 }
1443 public void TriggerTerrainUpdate()
1444 {
1445 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
1446 if (handlerTerrainUpdate != null)
1447 {
1448 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
1449 {
1450 try
1451 {
1452 d();
1453 }
1454 catch (Exception e)
1455 {
1456 m_log.ErrorFormat(
1457 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
1458 e.Message, e.StackTrace);
1459 }
1460 }
1461 }
1462 }
1438 1463
1439 public void TriggerTerrainTick() 1464 public void TriggerTerrainTick()
1440 { 1465 {
@@ -1767,6 +1792,7 @@ namespace OpenSim.Region.Framework.Scenes
1767 m_log.ErrorFormat( 1792 m_log.ErrorFormat(
1768 "[EVENT MANAGER]: Delegate for TriggerRemoveScript failed - continuing. {0} {1}", 1793 "[EVENT MANAGER]: Delegate for TriggerRemoveScript failed - continuing. {0} {1}",
1769 e.Message, e.StackTrace); 1794 e.Message, e.StackTrace);
1795 m_log.ErrorFormat(Environment.StackTrace);
1770 } 1796 }
1771 } 1797 }
1772 } 1798 }
@@ -3045,6 +3071,7 @@ namespace OpenSim.Region.Framework.Scenes
3045 { 3071 {
3046 foreach (Action<Scene> d in handler.GetInvocationList()) 3072 foreach (Action<Scene> d in handler.GetInvocationList())
3047 { 3073 {
3074 m_log.InfoFormat("[EVENT MANAGER]: TriggerSceneShuttingDown invoque {0}", d.Method.Name.ToString());
3048 try 3075 try
3049 { 3076 {
3050 d(s); 3077 d(s);
@@ -3057,6 +3084,7 @@ namespace OpenSim.Region.Framework.Scenes
3057 } 3084 }
3058 } 3085 }
3059 } 3086 }
3087 m_log.Info("[EVENT MANAGER]: TriggerSceneShuttingDown done");
3060 } 3088 }
3061 3089
3062 public void TriggerOnRegionStarted(Scene scene) 3090 public void TriggerOnRegionStarted(Scene scene)
@@ -3248,6 +3276,15 @@ namespace OpenSim.Region.Framework.Scenes
3248 } 3276 }
3249 } 3277 }
3250 3278
3279 public void TriggerThrottleUpdate(ScenePresence scenePresence)
3280 {
3281 ThrottleUpdate handler = OnThrottleUpdate;
3282 if (handler != null)
3283 {
3284 handler(scenePresence);
3285 }
3286 }
3287
3251// public void TriggerGatherUuids(SceneObjectPart sop, IDictionary<UUID, AssetType> assetUuids) 3288// public void TriggerGatherUuids(SceneObjectPart sop, IDictionary<UUID, AssetType> assetUuids)
3252// { 3289// {
3253// GatherUuids handler = OnGatherUuids; 3290// GatherUuids handler = OnGatherUuids;
diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
index 29652aa..4d153da 100644
--- a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
+++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
@@ -498,6 +498,7 @@ namespace OpenSim.Region.Framework.Scenes
498 k.Position = pos; 498 k.Position = pos;
499// k.Velocity = Vector3.Zero; 499// k.Velocity = Vector3.Zero;
500 } 500 }
501 k.AngularVelocity = (Vector3)k.Position;
501 502
502 k.StartRotation = rot; 503 k.StartRotation = rot;
503 if (k.Rotation.HasValue) 504 if (k.Rotation.HasValue)
@@ -632,13 +633,13 @@ namespace OpenSim.Region.Framework.Scenes
632 633
633 // Do the frame processing 634 // Do the frame processing
634 double steps = (double)m_currentFrame.TimeMS / tickDuration; 635 double steps = (double)m_currentFrame.TimeMS / tickDuration;
635 636
636 if (steps <= 0.0) 637 if (steps <= 0.0)
637 { 638 {
638 m_group.RootPart.Velocity = Vector3.Zero; 639 m_group.RootPart.Velocity = Vector3.Zero;
639 m_group.RootPart.AngularVelocity = Vector3.Zero; 640 m_group.RootPart.AngularVelocity = Vector3.Zero;
640 641
641 m_nextPosition = (Vector3)m_currentFrame.Position; 642 m_nextPosition = NormalizeVector(m_currentFrame.AngularVelocity);
642 m_group.AbsolutePosition = m_nextPosition; 643 m_group.AbsolutePosition = m_nextPosition;
643 644
644 // we are sending imediate updates, no doing force a extra terseUpdate 645 // we are sending imediate updates, no doing force a extra terseUpdate
@@ -726,7 +727,26 @@ namespace OpenSim.Region.Framework.Scenes
726 m_group.SendGroupRootTerseUpdate(); 727 m_group.SendGroupRootTerseUpdate();
727 } 728 }
728 } 729 }
730 private Vector3 NormalizeVector(Vector3? pPosition)
731 {
732 if (pPosition == null)
733 return Vector3.Zero;
734
735 Vector3 tmp = (Vector3) pPosition;
729 736
737 while (tmp.X > Constants.RegionSize)
738 tmp.X -= Constants.RegionSize;
739 while (tmp.X < 0)
740 tmp.X += Constants.RegionSize;
741 while (tmp.Y > Constants.RegionSize)
742 tmp.Y -= Constants.RegionSize;
743 while (tmp.Y < 0)
744 tmp.Y += Constants.RegionSize;
745
746 return tmp;
747
748
749 }
730 public Byte[] Serialize() 750 public Byte[] Serialize()
731 { 751 {
732 StopTimer(); 752 StopTimer();
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 1b10e3c..ddae073 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -157,7 +157,7 @@ namespace OpenSim.Region.Framework.Scenes
157 157
158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
159 { 159 {
160 uint pqueue = ComputeDistancePriority(client,entity,true); 160 uint pqueue = ComputeDistancePriority(client,entity,false);
161 161
162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
163 if (presence != null) 163 if (presence != null)
@@ -212,9 +212,15 @@ namespace OpenSim.Region.Framework.Scenes
212 } 212 }
213 213
214 // 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
215 Vector3 presencePos = (presence.IsChildAgent) ? 215 // Why would I want that? They could be camming but I still see them at the
216 presence.AbsolutePosition : 216 // avatar position, so why should I update them as if they were at their
217 presence.CameraPosition; 217 // camera positions? Makes no sense!
218 // TODO: Fix this mess
219 //Vector3 presencePos = (presence.IsChildAgent) ?
220 // presence.AbsolutePosition :
221 // presence.CameraPosition;
222
223 Vector3 presencePos = presence.AbsolutePosition;
218 224
219 // Compute the distance... 225 // Compute the distance...
220 double distance = Vector3.Distance(presencePos, entityPos); 226 double distance = Vector3.Distance(presencePos, entityPos);
@@ -226,7 +232,7 @@ namespace OpenSim.Region.Framework.Scenes
226 232
227 for (int i = 0; i < queues - 1; i++) 233 for (int i = 0; i < queues - 1; i++)
228 { 234 {
229 if (distance < 10 * Math.Pow(2.0,i)) 235 if (distance < 30 * Math.Pow(2.0,i))
230 break; 236 break;
231 pqueue++; 237 pqueue++;
232 } 238 }
diff --git a/OpenSim/Region/Framework/Scenes/SOPMaterial.cs b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
new file mode 100644
index 0000000..10ac37c
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
@@ -0,0 +1,95 @@
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 OpenMetaverse;
31using OpenSim.Framework;
32
33namespace OpenSim.Region.Framework.Scenes
34{
35 public static class SOPMaterialData
36 {
37 public enum SopMaterial : int // redundante and not in use for now
38 {
39 Stone = 0,
40 Metal = 1,
41 Glass = 2,
42 Wood = 3,
43 Flesh = 4,
44 Plastic = 5,
45 Rubber = 6,
46 light = 7 // compatibility with old viewers
47 }
48
49 private struct MaterialData
50 {
51 public float friction;
52 public float bounce;
53 public MaterialData(float f, float b)
54 {
55 friction = f;
56 bounce = b;
57 }
58 }
59
60 private static MaterialData[] m_materialdata = {
61 new MaterialData(0.8f,0.4f), // Stone
62 new MaterialData(0.3f,0.4f), // Metal
63 new MaterialData(0.2f,0.7f), // Glass
64 new MaterialData(0.6f,0.5f), // Wood
65 new MaterialData(0.9f,0.3f), // Flesh
66 new MaterialData(0.4f,0.7f), // Plastic
67 new MaterialData(0.9f,0.95f), // Rubber
68 new MaterialData(0.0f,0.0f) // light ??
69 };
70
71 public static Material MaxMaterial
72 {
73 get { return (Material)(m_materialdata.Length - 1); }
74 }
75
76 public static float friction(Material material)
77 {
78 int indx = (int)material;
79 if (indx < m_materialdata.Length)
80 return (m_materialdata[indx].friction);
81 else
82 return 0;
83 }
84
85 public static float bounce(Material material)
86 {
87 int indx = (int)material;
88 if (indx < m_materialdata.Length)
89 return (m_materialdata[indx].bounce);
90 else
91 return 0;
92 }
93
94 }
95} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/SOPVehicle.cs b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
new file mode 100644
index 0000000..9cb901a
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
@@ -0,0 +1,791 @@
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 OpenMetaverse;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using System.Text;
34using System.IO;
35using System.Xml;
36using OpenSim.Framework.Serialization;
37using OpenSim.Framework.Serialization.External;
38using OpenSim.Region.Framework.Scenes.Serialization;
39
40namespace OpenSim.Region.Framework.Scenes
41{
42 public class SOPVehicle
43 {
44 public VehicleData vd;
45
46 public Vehicle Type
47 {
48 get { return vd.m_type; }
49 }
50
51 public SOPVehicle()
52 {
53 vd = new VehicleData();
54 ProcessTypeChange(Vehicle.TYPE_NONE); // is needed?
55 }
56
57 public void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
58 {
59 float len;
60 float timestep = 0.01f;
61 switch (pParam)
62 {
63 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
64 if (pValue < 0f) pValue = 0f;
65 if (pValue > 1f) pValue = 1f;
66 vd.m_angularDeflectionEfficiency = pValue;
67 break;
68 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
69 if (pValue < timestep) pValue = timestep;
70 vd.m_angularDeflectionTimescale = pValue;
71 break;
72 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
73 if (pValue < timestep) pValue = timestep;
74 else if (pValue > 120) pValue = 120;
75 vd.m_angularMotorDecayTimescale = pValue;
76 break;
77 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
78 if (pValue < timestep) pValue = timestep;
79 vd.m_angularMotorTimescale = pValue;
80 break;
81 case Vehicle.BANKING_EFFICIENCY:
82 if (pValue < -1f) pValue = -1f;
83 if (pValue > 1f) pValue = 1f;
84 vd.m_bankingEfficiency = pValue;
85 break;
86 case Vehicle.BANKING_MIX:
87 if (pValue < 0f) pValue = 0f;
88 if (pValue > 1f) pValue = 1f;
89 vd.m_bankingMix = pValue;
90 break;
91 case Vehicle.BANKING_TIMESCALE:
92 if (pValue < timestep) pValue = timestep;
93 vd.m_bankingTimescale = pValue;
94 break;
95 case Vehicle.BUOYANCY:
96 if (pValue < -1f) pValue = -1f;
97 if (pValue > 1f) pValue = 1f;
98 vd.m_VehicleBuoyancy = pValue;
99 break;
100 case Vehicle.HOVER_EFFICIENCY:
101 if (pValue < 0f) pValue = 0f;
102 if (pValue > 1f) pValue = 1f;
103 vd.m_VhoverEfficiency = pValue;
104 break;
105 case Vehicle.HOVER_HEIGHT:
106 vd.m_VhoverHeight = pValue;
107 break;
108 case Vehicle.HOVER_TIMESCALE:
109 if (pValue < timestep) pValue = timestep;
110 vd.m_VhoverTimescale = pValue;
111 break;
112 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
113 if (pValue < 0f) pValue = 0f;
114 if (pValue > 1f) pValue = 1f;
115 vd.m_linearDeflectionEfficiency = pValue;
116 break;
117 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
118 if (pValue < timestep) pValue = timestep;
119 vd.m_linearDeflectionTimescale = pValue;
120 break;
121 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
122 if (pValue < timestep) pValue = timestep;
123 else if (pValue > 120) pValue = 120;
124 vd.m_linearMotorDecayTimescale = pValue;
125 break;
126 case Vehicle.LINEAR_MOTOR_TIMESCALE:
127 if (pValue < timestep) pValue = timestep;
128 vd.m_linearMotorTimescale = pValue;
129 break;
130 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
131 if (pValue < 0f) pValue = 0f;
132 if (pValue > 1f) pValue = 1f;
133 vd.m_verticalAttractionEfficiency = pValue;
134 break;
135 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
136 if (pValue < timestep) pValue = timestep;
137 vd.m_verticalAttractionTimescale = pValue;
138 break;
139
140 // These are vector properties but the engine lets you use a single float value to
141 // set all of the components to the same value
142 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
143 if (pValue < timestep) pValue = timestep;
144 vd.m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
145 break;
146 case Vehicle.ANGULAR_MOTOR_DIRECTION:
147 vd.m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
148 len = vd.m_angularMotorDirection.Length();
149 if (len > 12.566f)
150 vd.m_angularMotorDirection *= (12.566f / len);
151 break;
152 case Vehicle.LINEAR_FRICTION_TIMESCALE:
153 if (pValue < timestep) pValue = timestep;
154 vd.m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
155 break;
156 case Vehicle.LINEAR_MOTOR_DIRECTION:
157 vd.m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
158 len = vd.m_linearMotorDirection.Length();
159 if (len > 30.0f)
160 vd.m_linearMotorDirection *= (30.0f / len);
161 break;
162 case Vehicle.LINEAR_MOTOR_OFFSET:
163 vd.m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
164 len = vd.m_linearMotorOffset.Length();
165 if (len > 100.0f)
166 vd.m_linearMotorOffset *= (100.0f / len);
167 break;
168 }
169 }//end ProcessFloatVehicleParam
170
171 public void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
172 {
173 float len;
174 float timestep = 0.01f;
175 switch (pParam)
176 {
177 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
178 if (pValue.X < timestep) pValue.X = timestep;
179 if (pValue.Y < timestep) pValue.Y = timestep;
180 if (pValue.Z < timestep) pValue.Z = timestep;
181
182 vd.m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
183 break;
184 case Vehicle.ANGULAR_MOTOR_DIRECTION:
185 vd.m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
186 // Limit requested angular speed to 2 rps= 4 pi rads/sec
187 len = vd.m_angularMotorDirection.Length();
188 if (len > 12.566f)
189 vd.m_angularMotorDirection *= (12.566f / len);
190 break;
191 case Vehicle.LINEAR_FRICTION_TIMESCALE:
192 if (pValue.X < timestep) pValue.X = timestep;
193 if (pValue.Y < timestep) pValue.Y = timestep;
194 if (pValue.Z < timestep) pValue.Z = timestep;
195 vd.m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
196 break;
197 case Vehicle.LINEAR_MOTOR_DIRECTION:
198 vd.m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
199 len = vd.m_linearMotorDirection.Length();
200 if (len > 30.0f)
201 vd.m_linearMotorDirection *= (30.0f / len);
202 break;
203 case Vehicle.LINEAR_MOTOR_OFFSET:
204 vd.m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
205 len = vd.m_linearMotorOffset.Length();
206 if (len > 100.0f)
207 vd.m_linearMotorOffset *= (100.0f / len);
208 break;
209 }
210 }//end ProcessVectorVehicleParam
211
212 public void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
213 {
214 switch (pParam)
215 {
216 case Vehicle.REFERENCE_FRAME:
217 vd.m_referenceFrame = pValue;
218 break;
219 }
220 }//end ProcessRotationVehicleParam
221
222 public void ProcessVehicleFlags(int pParam, bool remove)
223 {
224 if (remove)
225 {
226 vd.m_flags &= ~((VehicleFlag)pParam);
227 }
228 else
229 {
230 vd.m_flags |= (VehicleFlag)pParam;
231 }
232 }//end ProcessVehicleFlags
233
234 public void ProcessTypeChange(Vehicle pType)
235 {
236 vd.m_linearMotorDirection = Vector3.Zero;
237 vd.m_angularMotorDirection = Vector3.Zero;
238 vd.m_linearMotorOffset = Vector3.Zero;
239 vd.m_referenceFrame = Quaternion.Identity;
240
241 // Set Defaults For Type
242 vd.m_type = pType;
243 switch (pType)
244 {
245 case Vehicle.TYPE_NONE:
246 vd.m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
247 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
248 vd.m_linearMotorTimescale = 1000;
249 vd.m_linearMotorDecayTimescale = 120;
250 vd.m_angularMotorTimescale = 1000;
251 vd.m_angularMotorDecayTimescale = 1000;
252 vd.m_VhoverHeight = 0;
253 vd.m_VhoverEfficiency = 1;
254 vd.m_VhoverTimescale = 1000;
255 vd.m_VehicleBuoyancy = 0;
256 vd.m_linearDeflectionEfficiency = 0;
257 vd.m_linearDeflectionTimescale = 1000;
258 vd.m_angularDeflectionEfficiency = 0;
259 vd.m_angularDeflectionTimescale = 1000;
260 vd.m_bankingEfficiency = 0;
261 vd.m_bankingMix = 1;
262 vd.m_bankingTimescale = 1000;
263 vd.m_verticalAttractionEfficiency = 0;
264 vd.m_verticalAttractionTimescale = 1000;
265
266 vd.m_flags = (VehicleFlag)0;
267 break;
268
269 case Vehicle.TYPE_SLED:
270 vd.m_linearFrictionTimescale = new Vector3(30, 1, 1000);
271 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
272 vd.m_linearMotorTimescale = 1000;
273 vd.m_linearMotorDecayTimescale = 120;
274 vd.m_angularMotorTimescale = 1000;
275 vd.m_angularMotorDecayTimescale = 120;
276 vd.m_VhoverHeight = 0;
277 vd.m_VhoverEfficiency = 1;
278 vd.m_VhoverTimescale = 10;
279 vd.m_VehicleBuoyancy = 0;
280 vd.m_linearDeflectionEfficiency = 1;
281 vd.m_linearDeflectionTimescale = 1;
282 vd.m_angularDeflectionEfficiency = 0;
283 vd.m_angularDeflectionTimescale = 1000;
284 vd.m_bankingEfficiency = 0;
285 vd.m_bankingMix = 1;
286 vd.m_bankingTimescale = 10;
287 vd.m_flags &=
288 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
289 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
290 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
291 break;
292 case Vehicle.TYPE_CAR:
293 vd.m_linearFrictionTimescale = new Vector3(100, 2, 1000);
294 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
295 vd.m_linearMotorTimescale = 1;
296 vd.m_linearMotorDecayTimescale = 60;
297 vd.m_angularMotorTimescale = 1;
298 vd.m_angularMotorDecayTimescale = 0.8f;
299 vd.m_VhoverHeight = 0;
300 vd.m_VhoverEfficiency = 0;
301 vd.m_VhoverTimescale = 1000;
302 vd.m_VehicleBuoyancy = 0;
303 vd.m_linearDeflectionEfficiency = 1;
304 vd.m_linearDeflectionTimescale = 2;
305 vd.m_angularDeflectionEfficiency = 0;
306 vd.m_angularDeflectionTimescale = 10;
307 vd.m_verticalAttractionEfficiency = 1f;
308 vd.m_verticalAttractionTimescale = 10f;
309 vd.m_bankingEfficiency = -0.2f;
310 vd.m_bankingMix = 1;
311 vd.m_bankingTimescale = 1;
312 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
313 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
314 VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
315 break;
316 case Vehicle.TYPE_BOAT:
317 vd.m_linearFrictionTimescale = new Vector3(10, 3, 2);
318 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
319 vd.m_linearMotorTimescale = 5;
320 vd.m_linearMotorDecayTimescale = 60;
321 vd.m_angularMotorTimescale = 4;
322 vd.m_angularMotorDecayTimescale = 4;
323 vd.m_VhoverHeight = 0;
324 vd.m_VhoverEfficiency = 0.5f;
325 vd.m_VhoverTimescale = 2;
326 vd.m_VehicleBuoyancy = 1;
327 vd.m_linearDeflectionEfficiency = 0.5f;
328 vd.m_linearDeflectionTimescale = 3;
329 vd.m_angularDeflectionEfficiency = 0.5f;
330 vd.m_angularDeflectionTimescale = 5;
331 vd.m_verticalAttractionEfficiency = 0.5f;
332 vd.m_verticalAttractionTimescale = 5f;
333 vd.m_bankingEfficiency = -0.3f;
334 vd.m_bankingMix = 0.8f;
335 vd.m_bankingTimescale = 1;
336 vd.m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
337 VehicleFlag.HOVER_GLOBAL_HEIGHT |
338 VehicleFlag.HOVER_UP_ONLY |
339 VehicleFlag.LIMIT_ROLL_ONLY);
340 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
341 VehicleFlag.LIMIT_MOTOR_UP |
342 VehicleFlag.HOVER_WATER_ONLY);
343 break;
344 case Vehicle.TYPE_AIRPLANE:
345 vd.m_linearFrictionTimescale = new Vector3(200, 10, 5);
346 vd.m_angularFrictionTimescale = new Vector3(20, 20, 20);
347 vd.m_linearMotorTimescale = 2;
348 vd.m_linearMotorDecayTimescale = 60;
349 vd.m_angularMotorTimescale = 4;
350 vd.m_angularMotorDecayTimescale = 8;
351 vd.m_VhoverHeight = 0;
352 vd.m_VhoverEfficiency = 0.5f;
353 vd.m_VhoverTimescale = 1000;
354 vd.m_VehicleBuoyancy = 0;
355 vd.m_linearDeflectionEfficiency = 0.5f;
356 vd.m_linearDeflectionTimescale = 0.5f;
357 vd.m_angularDeflectionEfficiency = 1;
358 vd.m_angularDeflectionTimescale = 2;
359 vd.m_verticalAttractionEfficiency = 0.9f;
360 vd.m_verticalAttractionTimescale = 2f;
361 vd.m_bankingEfficiency = 1;
362 vd.m_bankingMix = 0.7f;
363 vd.m_bankingTimescale = 2;
364 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
365 VehicleFlag.HOVER_TERRAIN_ONLY |
366 VehicleFlag.HOVER_GLOBAL_HEIGHT |
367 VehicleFlag.HOVER_UP_ONLY |
368 VehicleFlag.NO_DEFLECTION_UP |
369 VehicleFlag.LIMIT_MOTOR_UP);
370 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
371 break;
372 case Vehicle.TYPE_BALLOON:
373 vd.m_linearFrictionTimescale = new Vector3(5, 5, 5);
374 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
375 vd.m_linearMotorTimescale = 5;
376 vd.m_linearMotorDecayTimescale = 60;
377 vd.m_angularMotorTimescale = 6;
378 vd.m_angularMotorDecayTimescale = 10;
379 vd.m_VhoverHeight = 5;
380 vd.m_VhoverEfficiency = 0.8f;
381 vd.m_VhoverTimescale = 10;
382 vd.m_VehicleBuoyancy = 1;
383 vd.m_linearDeflectionEfficiency = 0;
384 vd.m_linearDeflectionTimescale = 5;
385 vd.m_angularDeflectionEfficiency = 0;
386 vd.m_angularDeflectionTimescale = 5;
387 vd.m_verticalAttractionEfficiency = 0f;
388 vd.m_verticalAttractionTimescale = 1000f;
389 vd.m_bankingEfficiency = 0;
390 vd.m_bankingMix = 0.7f;
391 vd.m_bankingTimescale = 5;
392 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
393 VehicleFlag.HOVER_TERRAIN_ONLY |
394 VehicleFlag.HOVER_UP_ONLY |
395 VehicleFlag.NO_DEFLECTION_UP |
396 VehicleFlag.LIMIT_MOTOR_UP);
397 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
398 VehicleFlag.HOVER_GLOBAL_HEIGHT);
399 break;
400 }
401 }
402 public void SetVehicle(PhysicsActor ph)
403 {
404 if (ph == null)
405 return;
406 ph.SetVehicle(vd);
407 }
408
409 private XmlTextWriter writer;
410
411 private void XWint(string name, int i)
412 {
413 writer.WriteElementString(name, i.ToString());
414 }
415
416 private void XWfloat(string name, float f)
417 {
418 writer.WriteElementString(name, f.ToString(Utils.EnUsCulture));
419 }
420
421 private void XWVector(string name, Vector3 vec)
422 {
423 writer.WriteStartElement(name);
424 writer.WriteElementString("X", vec.X.ToString(Utils.EnUsCulture));
425 writer.WriteElementString("Y", vec.Y.ToString(Utils.EnUsCulture));
426 writer.WriteElementString("Z", vec.Z.ToString(Utils.EnUsCulture));
427 writer.WriteEndElement();
428 }
429
430 private void XWQuat(string name, Quaternion quat)
431 {
432 writer.WriteStartElement(name);
433 writer.WriteElementString("X", quat.X.ToString(Utils.EnUsCulture));
434 writer.WriteElementString("Y", quat.Y.ToString(Utils.EnUsCulture));
435 writer.WriteElementString("Z", quat.Z.ToString(Utils.EnUsCulture));
436 writer.WriteElementString("W", quat.W.ToString(Utils.EnUsCulture));
437 writer.WriteEndElement();
438 }
439
440 public void ToXml2(XmlTextWriter twriter)
441 {
442 writer = twriter;
443 writer.WriteStartElement("Vehicle");
444
445 XWint("TYPE", (int)vd.m_type);
446 XWint("FLAGS", (int)vd.m_flags);
447
448 // Linear properties
449 XWVector("LMDIR", vd.m_linearMotorDirection);
450 XWVector("LMFTIME", vd.m_linearFrictionTimescale);
451 XWfloat("LMDTIME", vd.m_linearMotorDecayTimescale);
452 XWfloat("LMTIME", vd.m_linearMotorTimescale);
453 XWVector("LMOFF", vd.m_linearMotorOffset);
454
455 //Angular properties
456 XWVector("AMDIR", vd.m_angularMotorDirection);
457 XWfloat("AMTIME", vd.m_angularMotorTimescale);
458 XWfloat("AMDTIME", vd.m_angularMotorDecayTimescale);
459 XWVector("AMFTIME", vd.m_angularFrictionTimescale);
460
461 //Deflection properties
462 XWfloat("ADEFF", vd.m_angularDeflectionEfficiency);
463 XWfloat("ADTIME", vd.m_angularDeflectionTimescale);
464 XWfloat("LDEFF", vd.m_linearDeflectionEfficiency);
465 XWfloat("LDTIME", vd.m_linearDeflectionTimescale);
466
467 //Banking properties
468 XWfloat("BEFF", vd.m_bankingEfficiency);
469 XWfloat("BMIX", vd.m_bankingMix);
470 XWfloat("BTIME", vd.m_bankingTimescale);
471
472 //Hover and Buoyancy properties
473 XWfloat("HHEI", vd.m_VhoverHeight);
474 XWfloat("HEFF", vd.m_VhoverEfficiency);
475 XWfloat("HTIME", vd.m_VhoverTimescale);
476 XWfloat("VBUO", vd.m_VehicleBuoyancy);
477
478 //Attractor properties
479 XWfloat("VAEFF", vd.m_verticalAttractionEfficiency);
480 XWfloat("VATIME", vd.m_verticalAttractionTimescale);
481
482 XWQuat("REF_FRAME", vd.m_referenceFrame);
483
484 writer.WriteEndElement();
485 writer = null;
486 }
487
488
489
490 XmlTextReader reader;
491
492 private int XRint()
493 {
494 return reader.ReadElementContentAsInt();
495 }
496
497 private float XRfloat()
498 {
499 return reader.ReadElementContentAsFloat();
500 }
501
502 public Vector3 XRvector()
503 {
504 Vector3 vec;
505 reader.ReadStartElement();
506 vec.X = reader.ReadElementContentAsFloat();
507 vec.Y = reader.ReadElementContentAsFloat();
508 vec.Z = reader.ReadElementContentAsFloat();
509 reader.ReadEndElement();
510 return vec;
511 }
512
513 public Quaternion XRquat()
514 {
515 Quaternion q;
516 reader.ReadStartElement();
517 q.X = reader.ReadElementContentAsFloat();
518 q.Y = reader.ReadElementContentAsFloat();
519 q.Z = reader.ReadElementContentAsFloat();
520 q.W = reader.ReadElementContentAsFloat();
521 reader.ReadEndElement();
522 return q;
523 }
524
525 public static bool EReadProcessors(
526 Dictionary<string, Action> processors,
527 XmlTextReader xtr)
528 {
529 bool errors = false;
530
531 string nodeName = string.Empty;
532 while (xtr.NodeType != XmlNodeType.EndElement)
533 {
534 nodeName = xtr.Name;
535
536 // m_log.DebugFormat("[ExternalRepresentationUtils]: Processing: {0}", nodeName);
537
538 Action p = null;
539 if (processors.TryGetValue(xtr.Name, out p))
540 {
541 // m_log.DebugFormat("[ExternalRepresentationUtils]: Found {0} processor, nodeName);
542
543 try
544 {
545 p();
546 }
547 catch (Exception e)
548 {
549 errors = true;
550 if (xtr.NodeType == XmlNodeType.EndElement)
551 xtr.Read();
552 }
553 }
554 else
555 {
556 // m_log.DebugFormat("[LandDataSerializer]: caught unknown element {0}", nodeName);
557 xtr.ReadOuterXml(); // ignore
558 }
559 }
560
561 return errors;
562 }
563
564
565 public string ToXml2()
566 {
567 MemoryStream ms = new MemoryStream(512);
568 UTF8Encoding enc = new UTF8Encoding();
569 XmlTextWriter xwriter = new XmlTextWriter(ms, enc);
570 ToXml2(xwriter);
571 xwriter.Flush();
572 string s = ms.GetStreamString();
573 xwriter.Close();
574 return s;
575 }
576
577 public static SOPVehicle FromXml2(string text)
578 {
579 if (text == String.Empty)
580 return null;
581
582 UTF8Encoding enc = new UTF8Encoding();
583 MemoryStream ms = new MemoryStream(enc.GetBytes(text));
584 XmlTextReader xreader = new XmlTextReader(ms);
585
586 SOPVehicle v = new SOPVehicle();
587 bool error;
588
589 v.FromXml2(xreader, out error);
590
591 xreader.Close();
592
593 if (error)
594 {
595 v = null;
596 return null;
597 }
598 return v;
599 }
600
601 public static SOPVehicle FromXml2(XmlTextReader reader)
602 {
603 SOPVehicle vehicle = new SOPVehicle();
604
605 bool errors = false;
606
607 vehicle.FromXml2(reader, out errors);
608 if (errors)
609 return null;
610
611 return vehicle;
612 }
613
614 private void FromXml2(XmlTextReader _reader, out bool errors)
615 {
616 errors = false;
617 reader = _reader;
618
619 Dictionary<string, Action> m_VehicleXmlProcessors
620 = new Dictionary<string, Action>();
621
622 m_VehicleXmlProcessors.Add("TYPE", ProcessXR_type);
623 m_VehicleXmlProcessors.Add("FLAGS", ProcessXR_flags);
624
625 // Linear properties
626 m_VehicleXmlProcessors.Add("LMDIR", ProcessXR_linearMotorDirection);
627 m_VehicleXmlProcessors.Add("LMFTIME", ProcessXR_linearFrictionTimescale);
628 m_VehicleXmlProcessors.Add("LMDTIME", ProcessXR_linearMotorDecayTimescale);
629 m_VehicleXmlProcessors.Add("LMTIME", ProcessXR_linearMotorTimescale);
630 m_VehicleXmlProcessors.Add("LMOFF", ProcessXR_linearMotorOffset);
631
632 //Angular properties
633 m_VehicleXmlProcessors.Add("AMDIR", ProcessXR_angularMotorDirection);
634 m_VehicleXmlProcessors.Add("AMTIME", ProcessXR_angularMotorTimescale);
635 m_VehicleXmlProcessors.Add("AMDTIME", ProcessXR_angularMotorDecayTimescale);
636 m_VehicleXmlProcessors.Add("AMFTIME", ProcessXR_angularFrictionTimescale);
637
638 //Deflection properties
639 m_VehicleXmlProcessors.Add("ADEFF", ProcessXR_angularDeflectionEfficiency);
640 m_VehicleXmlProcessors.Add("ADTIME", ProcessXR_angularDeflectionTimescale);
641 m_VehicleXmlProcessors.Add("LDEFF", ProcessXR_linearDeflectionEfficiency);
642 m_VehicleXmlProcessors.Add("LDTIME", ProcessXR_linearDeflectionTimescale);
643
644 //Banking properties
645 m_VehicleXmlProcessors.Add("BEFF", ProcessXR_bankingEfficiency);
646 m_VehicleXmlProcessors.Add("BMIX", ProcessXR_bankingMix);
647 m_VehicleXmlProcessors.Add("BTIME", ProcessXR_bankingTimescale);
648
649 //Hover and Buoyancy properties
650 m_VehicleXmlProcessors.Add("HHEI", ProcessXR_VhoverHeight);
651 m_VehicleXmlProcessors.Add("HEFF", ProcessXR_VhoverEfficiency);
652 m_VehicleXmlProcessors.Add("HTIME", ProcessXR_VhoverTimescale);
653
654 m_VehicleXmlProcessors.Add("VBUO", ProcessXR_VehicleBuoyancy);
655
656 //Attractor properties
657 m_VehicleXmlProcessors.Add("VAEFF", ProcessXR_verticalAttractionEfficiency);
658 m_VehicleXmlProcessors.Add("VATIME", ProcessXR_verticalAttractionTimescale);
659
660 m_VehicleXmlProcessors.Add("REF_FRAME", ProcessXR_referenceFrame);
661
662 vd = new VehicleData();
663
664 reader.ReadStartElement("Vehicle", String.Empty);
665
666 errors = EReadProcessors(
667 m_VehicleXmlProcessors,
668 reader);
669
670 reader.ReadEndElement();
671 reader = null;
672 }
673
674 private void ProcessXR_type()
675 {
676 vd.m_type = (Vehicle)XRint();
677 }
678 private void ProcessXR_flags()
679 {
680 vd.m_flags = (VehicleFlag)XRint();
681 }
682 // Linear properties
683 private void ProcessXR_linearMotorDirection()
684 {
685 vd.m_linearMotorDirection = XRvector();
686 }
687
688 private void ProcessXR_linearFrictionTimescale()
689 {
690 vd.m_linearFrictionTimescale = XRvector();
691 }
692
693 private void ProcessXR_linearMotorDecayTimescale()
694 {
695 vd.m_linearMotorDecayTimescale = XRfloat();
696 }
697 private void ProcessXR_linearMotorTimescale()
698 {
699 vd.m_linearMotorTimescale = XRfloat();
700 }
701 private void ProcessXR_linearMotorOffset()
702 {
703 vd.m_linearMotorOffset = XRvector();
704 }
705
706
707 //Angular properties
708 private void ProcessXR_angularMotorDirection()
709 {
710 vd.m_angularMotorDirection = XRvector();
711 }
712 private void ProcessXR_angularMotorTimescale()
713 {
714 vd.m_angularMotorTimescale = XRfloat();
715 }
716 private void ProcessXR_angularMotorDecayTimescale()
717 {
718 vd.m_angularMotorDecayTimescale = XRfloat();
719 }
720 private void ProcessXR_angularFrictionTimescale()
721 {
722 vd.m_angularFrictionTimescale = XRvector();
723 }
724
725 //Deflection properties
726 private void ProcessXR_angularDeflectionEfficiency()
727 {
728 vd.m_angularDeflectionEfficiency = XRfloat();
729 }
730 private void ProcessXR_angularDeflectionTimescale()
731 {
732 vd.m_angularDeflectionTimescale = XRfloat();
733 }
734 private void ProcessXR_linearDeflectionEfficiency()
735 {
736 vd.m_linearDeflectionEfficiency = XRfloat();
737 }
738 private void ProcessXR_linearDeflectionTimescale()
739 {
740 vd.m_linearDeflectionTimescale = XRfloat();
741 }
742
743 //Banking properties
744 private void ProcessXR_bankingEfficiency()
745 {
746 vd.m_bankingEfficiency = XRfloat();
747 }
748 private void ProcessXR_bankingMix()
749 {
750 vd.m_bankingMix = XRfloat();
751 }
752 private void ProcessXR_bankingTimescale()
753 {
754 vd.m_bankingTimescale = XRfloat();
755 }
756
757 //Hover and Buoyancy properties
758 private void ProcessXR_VhoverHeight()
759 {
760 vd.m_VhoverHeight = XRfloat();
761 }
762 private void ProcessXR_VhoverEfficiency()
763 {
764 vd.m_VhoverEfficiency = XRfloat();
765 }
766 private void ProcessXR_VhoverTimescale()
767 {
768 vd.m_VhoverTimescale = XRfloat();
769 }
770
771 private void ProcessXR_VehicleBuoyancy()
772 {
773 vd.m_VehicleBuoyancy = XRfloat();
774 }
775
776 //Attractor properties
777 private void ProcessXR_verticalAttractionEfficiency()
778 {
779 vd.m_verticalAttractionEfficiency = XRfloat();
780 }
781 private void ProcessXR_verticalAttractionTimescale()
782 {
783 vd.m_verticalAttractionTimescale = XRfloat();
784 }
785
786 private void ProcessXR_referenceFrame()
787 {
788 vd.m_referenceFrame = XRquat();
789 }
790 }
791}
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 65536db..f384462 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -103,12 +103,12 @@ namespace OpenSim.Region.Framework.Scenes
103 engine.StartProcessing(); 103 engine.StartProcessing();
104 } 104 }
105 105
106 public void AddUploadedInventoryItem(UUID agentID, InventoryItemBase item) 106 public void AddUploadedInventoryItem(UUID agentID, InventoryItemBase item, uint cost)
107 { 107 {
108 IMoneyModule money = RequestModuleInterface<IMoneyModule>(); 108 IMoneyModule money = RequestModuleInterface<IMoneyModule>();
109 if (money != null) 109 if (money != null)
110 { 110 {
111 money.ApplyUploadCharge(agentID, money.UploadCharge, "Asset upload"); 111 money.ApplyUploadCharge(agentID, (int)cost, "Asset upload");
112 } 112 }
113 113
114 AddInventoryItem(item); 114 AddInventoryItem(item);
@@ -171,7 +171,7 @@ namespace OpenSim.Region.Framework.Scenes
171 return false; 171 return false;
172 } 172 }
173 } 173 }
174 174
175 if (InventoryService.AddItem(item)) 175 if (InventoryService.AddItem(item))
176 { 176 {
177 int userlevel = 0; 177 int userlevel = 0;
@@ -326,8 +326,7 @@ namespace OpenSim.Region.Framework.Scenes
326 326
327 // Update item with new asset 327 // Update item with new asset
328 item.AssetID = asset.FullID; 328 item.AssetID = asset.FullID;
329 if (group.UpdateInventoryItem(item)) 329 group.UpdateInventoryItem(item);
330 remoteClient.SendAlertMessage("Script saved");
331 330
332 part.SendPropertiesToClient(remoteClient); 331 part.SendPropertiesToClient(remoteClient);
333 332
@@ -338,12 +337,7 @@ namespace OpenSim.Region.Framework.Scenes
338 { 337 {
339 // Needs to determine which engine was running it and use that 338 // Needs to determine which engine was running it and use that
340 // 339 //
341 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 340 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 1);
342 errors = part.Inventory.GetScriptErrors(item.ItemID);
343 }
344 else
345 {
346 remoteClient.SendAlertMessage("Script saved");
347 } 341 }
348 342
349 // Tell anyone managing scripts that a script has been reloaded/changed 343 // Tell anyone managing scripts that a script has been reloaded/changed
@@ -409,6 +403,7 @@ namespace OpenSim.Region.Framework.Scenes
409 if (item.Owner != remoteClient.AgentId) 403 if (item.Owner != remoteClient.AgentId)
410 return; 404 return;
411 405
406 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
412 item.Name = itemUpd.Name; 407 item.Name = itemUpd.Name;
413 item.Description = itemUpd.Description; 408 item.Description = itemUpd.Description;
414 409
@@ -857,6 +852,8 @@ namespace OpenSim.Region.Framework.Scenes
857 return; 852 return;
858 } 853 }
859 854
855 if (newName == null) newName = item.Name;
856
860 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 857 AssetBase asset = AssetService.Get(item.AssetID.ToString());
861 858
862 if (asset != null) 859 if (asset != null)
@@ -917,6 +914,24 @@ namespace OpenSim.Region.Framework.Scenes
917 } 914 }
918 915
919 /// <summary> 916 /// <summary>
917 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
918 /// </summary>
919 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
920 {
921 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
922 foreach (InventoryItemBase b in items)
923 {
924 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
925 InventoryItemBase n = InventoryService.GetItem(b);
926 n.Folder = destfolder;
927 moveitems.Add(n);
928 remoteClient.SendInventoryItemCreateUpdate(n, 0);
929 }
930
931 MoveInventoryItem(remoteClient, moveitems);
932 }
933
934 /// <summary>
920 /// Move an item within the agent's inventory. 935 /// Move an item within the agent's inventory.
921 /// </summary> 936 /// </summary>
922 /// <param name="remoteClient"></param> 937 /// <param name="remoteClient"></param>
@@ -951,11 +966,22 @@ namespace OpenSim.Region.Framework.Scenes
951 public void CreateNewInventoryItem( 966 public void CreateNewInventoryItem(
952 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID, 967 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
953 string name, string description, uint flags, uint callbackID, 968 string name, string description, uint flags, uint callbackID,
954 AssetBase asset, sbyte invType, uint nextOwnerMask, int creationDate) 969 AssetBase asset, sbyte invType, uint nextOwnerMask, int creationDate, UUID transationID)
955 { 970 {
956 CreateNewInventoryItem( 971 CreateNewInventoryItem(
957 remoteClient, creatorID, creatorData, folderID, name, description, flags, callbackID, asset, invType, 972 remoteClient, creatorID, creatorData, folderID, name, description, flags, callbackID, asset, invType,
958 (uint)PermissionMask.All | (uint)PermissionMask.Export, (uint)PermissionMask.All | (uint)PermissionMask.Export, 0, nextOwnerMask, 0, creationDate); 973 (uint)PermissionMask.All | (uint)PermissionMask.Export, (uint)PermissionMask.All | (uint)PermissionMask.Export, 0, nextOwnerMask, 0, creationDate, transationID);
974 }
975
976
977 private void CreateNewInventoryItem(
978 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
979 string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType,
980 uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate)
981 {
982 CreateNewInventoryItem(remoteClient, creatorID, creatorData, folderID,
983 name, description, flags, callbackID, asset, invType,
984 baseMask, currentMask, everyoneMask, nextOwnerMask, groupMask, creationDate, UUID.Zero);
959 } 985 }
960 986
961 /// <summary> 987 /// <summary>
@@ -980,7 +1006,7 @@ namespace OpenSim.Region.Framework.Scenes
980 private void CreateNewInventoryItem( 1006 private void CreateNewInventoryItem(
981 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID, 1007 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
982 string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType, 1008 string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType,
983 uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate) 1009 uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate,UUID transationID)
984 { 1010 {
985 InventoryItemBase item = new InventoryItemBase(); 1011 InventoryItemBase item = new InventoryItemBase();
986 item.Owner = remoteClient.AgentId; 1012 item.Owner = remoteClient.AgentId;
@@ -1003,7 +1029,7 @@ namespace OpenSim.Region.Framework.Scenes
1003 1029
1004 if (AddInventoryItem(item)) 1030 if (AddInventoryItem(item))
1005 { 1031 {
1006 remoteClient.SendInventoryItemCreateUpdate(item, callbackID); 1032 remoteClient.SendInventoryItemCreateUpdate(item, transationID, callbackID);
1007 } 1033 }
1008 else 1034 else
1009 { 1035 {
@@ -1278,6 +1304,10 @@ namespace OpenSim.Region.Framework.Scenes
1278 { 1304 {
1279 SceneObjectPart part = GetSceneObjectPart(primLocalId); 1305 SceneObjectPart part = GetSceneObjectPart(primLocalId);
1280 1306
1307 // Can't move a null item
1308 if (itemId == UUID.Zero)
1309 return;
1310
1281 if (null == part) 1311 if (null == part)
1282 { 1312 {
1283 m_log.WarnFormat( 1313 m_log.WarnFormat(
@@ -1382,21 +1412,28 @@ namespace OpenSim.Region.Framework.Scenes
1382 return; 1412 return;
1383 } 1413 }
1384 1414
1385 if (part.OwnerID != destPart.OwnerID) 1415 // Can't transfer this
1416 //
1417 if (part.OwnerID != destPart.OwnerID && (srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1418 return;
1419
1420 bool overrideNoMod = false;
1421 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1422 overrideNoMod = true;
1423
1424 if (part.OwnerID != destPart.OwnerID && (destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1386 { 1425 {
1387 // Source must have transfer permissions 1426 // object cannot copy items to an object owned by a different owner
1388 if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0) 1427 // unless llAllowInventoryDrop has been called
1389 return;
1390 1428
1391 // Object cannot copy items to an object owned by a different owner 1429 return;
1392 // unless llAllowInventoryDrop has been called on the destination
1393 if ((destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1394 return;
1395 } 1430 }
1396 1431
1397 // must have both move and modify permission to put an item in an object 1432 // must have both move and modify permission to put an item in an object
1398 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1433 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1434 {
1399 return; 1435 return;
1436 }
1400 1437
1401 TaskInventoryItem destTaskItem = new TaskInventoryItem(); 1438 TaskInventoryItem destTaskItem = new TaskInventoryItem();
1402 1439
@@ -1452,6 +1489,14 @@ namespace OpenSim.Region.Framework.Scenes
1452 1489
1453 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1490 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1454 { 1491 {
1492 SceneObjectPart destPart = GetSceneObjectPart(destID);
1493 if (destPart != null) // Move into a prim
1494 {
1495 foreach(UUID itemID in items)
1496 MoveTaskInventoryItem(destID, host, itemID);
1497 return destID; // Prim folder ID == prim ID
1498 }
1499
1455 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1500 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1456 1501
1457 UUID newFolderID = UUID.Random(); 1502 UUID newFolderID = UUID.Random();
@@ -1634,12 +1679,12 @@ namespace OpenSim.Region.Framework.Scenes
1634 AgentTransactionsModule.HandleTaskItemUpdateFromTransaction( 1679 AgentTransactionsModule.HandleTaskItemUpdateFromTransaction(
1635 remoteClient, part, transactionID, currentItem); 1680 remoteClient, part, transactionID, currentItem);
1636 1681
1637 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard) 1682// if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1638 remoteClient.SendAlertMessage("Notecard saved"); 1683// remoteClient.SendAgentAlertMessage("Notecard saved", false);
1639 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL) 1684// else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1640 remoteClient.SendAlertMessage("Script saved"); 1685// remoteClient.SendAgentAlertMessage("Script saved", false);
1641 else 1686// else
1642 remoteClient.SendAlertMessage("Item saved"); 1687// remoteClient.SendAgentAlertMessage("Item saved", false);
1643 } 1688 }
1644 1689
1645 // Base ALWAYS has move 1690 // Base ALWAYS has move
@@ -2009,23 +2054,32 @@ namespace OpenSim.Region.Framework.Scenes
2009 // build a list of eligible objects 2054 // build a list of eligible objects
2010 List<uint> deleteIDs = new List<uint>(); 2055 List<uint> deleteIDs = new List<uint>();
2011 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 2056 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
2012 2057 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
2013 // Start with true for both, then remove the flags if objects
2014 // that we can't derez are part of the selection
2015 bool permissionToTake = true;
2016 bool permissionToTakeCopy = true;
2017 bool permissionToDelete = true;
2018 2058
2019 foreach (uint localID in localIDs) 2059 foreach (uint localID in localIDs)
2020 { 2060 {
2061 // Start with true for both, then remove the flags if objects
2062 // that we can't derez are part of the selection
2063 bool permissionToTake = true;
2064 bool permissionToTakeCopy = true;
2065 bool permissionToDelete = true;
2066
2021 // Invalid id 2067 // Invalid id
2022 SceneObjectPart part = GetSceneObjectPart(localID); 2068 SceneObjectPart part = GetSceneObjectPart(localID);
2023 if (part == null) 2069 if (part == null)
2070 {
2071 //Client still thinks the object exists, kill it
2072 deleteIDs.Add(localID);
2024 continue; 2073 continue;
2074 }
2025 2075
2026 // Already deleted by someone else 2076 // Already deleted by someone else
2027 if (part.ParentGroup.IsDeleted) 2077 if (part.ParentGroup.IsDeleted)
2078 {
2079 //Client still thinks the object exists, kill it
2080 deleteIDs.Add(localID);
2028 continue; 2081 continue;
2082 }
2029 2083
2030 // Can't delete child prims 2084 // Can't delete child prims
2031 if (part != part.ParentGroup.RootPart) 2085 if (part != part.ParentGroup.RootPart)
@@ -2033,8 +2087,8 @@ namespace OpenSim.Region.Framework.Scenes
2033 2087
2034 SceneObjectGroup grp = part.ParentGroup; 2088 SceneObjectGroup grp = part.ParentGroup;
2035 2089
2036 deleteIDs.Add(localID); 2090 // If child prims have invalid perms, fix them
2037 deleteGroups.Add(grp); 2091 grp.AdjustChildPrimPermissions();
2038 2092
2039 // If child prims have invalid perms, fix them 2093 // If child prims have invalid perms, fix them
2040 grp.AdjustChildPrimPermissions(); 2094 grp.AdjustChildPrimPermissions();
@@ -2055,86 +2109,198 @@ namespace OpenSim.Region.Framework.Scenes
2055 } 2109 }
2056 else 2110 else
2057 { 2111 {
2058 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 2112 if (action == DeRezAction.TakeCopy)
2113 {
2114 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
2115 permissionToTakeCopy = false;
2116 }
2117 else
2118 {
2059 permissionToTakeCopy = false; 2119 permissionToTakeCopy = false;
2060 2120 }
2061 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 2121 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
2062 permissionToTake = false; 2122 permissionToTake = false;
2063 2123
2064 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 2124 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
2065 permissionToDelete = false; 2125 permissionToDelete = false;
2066 } 2126 }
2067 }
2068 2127
2069 // Handle god perms 2128 // Handle god perms
2070 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 2129 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
2071 {
2072 permissionToTake = true;
2073 permissionToTakeCopy = true;
2074 permissionToDelete = true;
2075 }
2076
2077 // If we're re-saving, we don't even want to delete
2078 if (action == DeRezAction.SaveToExistingUserInventoryItem)
2079 permissionToDelete = false;
2080
2081 // if we want to take a copy, we also don't want to delete
2082 // Note: after this point, the permissionToTakeCopy flag
2083 // becomes irrelevant. It already includes the permissionToTake
2084 // permission and after excluding no copy items here, we can
2085 // just use that.
2086 if (action == DeRezAction.TakeCopy)
2087 {
2088 // If we don't have permission, stop right here
2089 if (!permissionToTakeCopy)
2090 { 2130 {
2091 remoteClient.SendAlertMessage("You don't have permission to take the object"); 2131 permissionToTake = true;
2092 return; 2132 permissionToTakeCopy = true;
2133 permissionToDelete = true;
2093 } 2134 }
2094 2135
2095 permissionToTake = true; 2136 // If we're re-saving, we don't even want to delete
2096 // Don't delete 2137 if (action == DeRezAction.SaveToExistingUserInventoryItem)
2097 permissionToDelete = false; 2138 permissionToDelete = false;
2098 }
2099 2139
2100 if (action == DeRezAction.Return) 2140 // if we want to take a copy, we also don't want to delete
2101 { 2141 // Note: after this point, the permissionToTakeCopy flag
2102 if (remoteClient != null) 2142 // becomes irrelevant. It already includes the permissionToTake
2143 // permission and after excluding no copy items here, we can
2144 // just use that.
2145 if (action == DeRezAction.TakeCopy)
2103 { 2146 {
2104 if (Permissions.CanReturnObjects( 2147 // If we don't have permission, stop right here
2105 null, 2148 if (!permissionToTakeCopy)
2106 remoteClient.AgentId,
2107 deleteGroups))
2108 { 2149 {
2109 permissionToTake = true; 2150 remoteClient.SendAlertMessage("You don't have permission to take the object");
2110 permissionToDelete = true; 2151 return;
2152 }
2153
2154 permissionToTake = true;
2155 // Don't delete
2156 permissionToDelete = false;
2157 }
2111 2158
2112 foreach (SceneObjectGroup g in deleteGroups) 2159 if (action == DeRezAction.Return)
2160 {
2161 if (remoteClient != null)
2162 {
2163 if (Permissions.CanReturnObjects(
2164 null,
2165 remoteClient.AgentId,
2166 new List<SceneObjectGroup>() {grp}))
2113 { 2167 {
2114 AddReturn(g.OwnerID == g.GroupID ? g.LastOwnerID : g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 2168 permissionToTake = true;
2169 permissionToDelete = true;
2170
2171 AddReturn(grp.OwnerID == grp.GroupID ? grp.LastOwnerID : grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
2115 } 2172 }
2116 } 2173 }
2174 else // Auto return passes through here with null agent
2175 {
2176 permissionToTake = true;
2177 permissionToDelete = true;
2178 }
2117 } 2179 }
2118 else // Auto return passes through here with null agent 2180
2181 if (permissionToTake && (!permissionToDelete))
2182 takeGroups.Add(grp);
2183
2184 if (permissionToDelete)
2119 { 2185 {
2120 permissionToTake = true; 2186 if (permissionToTake)
2121 permissionToDelete = true; 2187 deleteGroups.Add(grp);
2188 deleteIDs.Add(grp.LocalId);
2122 } 2189 }
2123 } 2190 }
2124 2191
2125 if (permissionToTake && (action != DeRezAction.Delete || this.m_useTrashOnDelete)) 2192 SendKillObject(deleteIDs);
2193
2194 if (deleteGroups.Count > 0)
2126 { 2195 {
2196 foreach (SceneObjectGroup g in deleteGroups)
2197 deleteIDs.Remove(g.LocalId);
2198
2127 m_asyncSceneObjectDeleter.DeleteToInventory( 2199 m_asyncSceneObjectDeleter.DeleteToInventory(
2128 action, destinationID, deleteGroups, remoteClient, 2200 action, destinationID, deleteGroups, remoteClient,
2129 permissionToDelete); 2201 true);
2130 } 2202 }
2131 else if (permissionToDelete) 2203 if (takeGroups.Count > 0)
2204 {
2205 m_asyncSceneObjectDeleter.DeleteToInventory(
2206 action, destinationID, takeGroups, remoteClient,
2207 false);
2208 }
2209 if (deleteIDs.Count > 0)
2132 { 2210 {
2133 foreach (SceneObjectGroup g in deleteGroups) 2211 foreach (SceneObjectGroup g in deleteGroups)
2134 DeleteSceneObject(g, false); 2212 DeleteSceneObject(g, true);
2135 } 2213 }
2136 } 2214 }
2137 2215
2216 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
2217 {
2218 itemID = UUID.Zero;
2219 if (grp != null)
2220 {
2221 Vector3 inventoryStoredPosition = new Vector3
2222 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
2223 ? 250
2224 : grp.AbsolutePosition.X)
2225 ,
2226 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
2227 ? 250
2228 : grp.AbsolutePosition.X,
2229 grp.AbsolutePosition.Z);
2230
2231 Vector3 originalPosition = grp.AbsolutePosition;
2232
2233 grp.AbsolutePosition = inventoryStoredPosition;
2234
2235 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
2236
2237 grp.AbsolutePosition = originalPosition;
2238
2239 AssetBase asset = CreateAsset(
2240 grp.GetPartName(grp.LocalId),
2241 grp.GetPartDescription(grp.LocalId),
2242 (sbyte)AssetType.Object,
2243 Utils.StringToBytes(sceneObjectXml),
2244 remoteClient.AgentId);
2245 AssetService.Store(asset);
2246
2247 InventoryItemBase item = new InventoryItemBase();
2248 item.CreatorId = grp.RootPart.CreatorID.ToString();
2249 item.CreatorData = grp.RootPart.CreatorData;
2250 item.Owner = remoteClient.AgentId;
2251 item.ID = UUID.Random();
2252 item.AssetID = asset.FullID;
2253 item.Description = asset.Description;
2254 item.Name = asset.Name;
2255 item.AssetType = asset.Type;
2256 item.InvType = (int)InventoryType.Object;
2257
2258 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
2259 if (folder != null)
2260 item.Folder = folder.ID;
2261 else // oopsies
2262 item.Folder = UUID.Zero;
2263
2264 // Set up base perms properly
2265 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
2266 permsBase &= grp.RootPart.BaseMask;
2267 permsBase |= (uint)PermissionMask.Move;
2268
2269 // Make sure we don't lock it
2270 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
2271
2272 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
2273 {
2274 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
2275 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
2276 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2277 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
2278 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
2279 }
2280 else
2281 {
2282 item.BasePermissions = permsBase;
2283 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
2284 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2285 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
2286 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
2287 }
2288 item.CreationDate = Util.UnixTimeSinceEpoch();
2289
2290 // sets itemID so client can show item as 'attached' in inventory
2291 grp.FromItemID = item.ID;
2292
2293 if (AddInventoryItem(item))
2294 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2295 else
2296 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2297
2298 itemID = item.ID;
2299 return item.AssetID;
2300 }
2301 return UUID.Zero;
2302 }
2303
2138 /// <summary> 2304 /// <summary>
2139 /// Returns the list of Scene Objects in an asset. 2305 /// Returns the list of Scene Objects in an asset.
2140 /// </summary> 2306 /// </summary>
@@ -2163,6 +2329,14 @@ namespace OpenSim.Region.Framework.Scenes
2163 if (e == null || attachment) // Single 2329 if (e == null || attachment) // Single
2164 { 2330 {
2165 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 2331 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
2332
2333 g.RootPart.AttachPoint = g.RootPart.Shape.State;
2334 g.RootPart.AttachOffset = g.AbsolutePosition;
2335 g.RootPart.AttachRotation = g.GroupRotation;
2336 if (g.RootPart.Shape.PCode != (byte)PCode.NewTree &&
2337 g.RootPart.Shape.PCode != (byte)PCode.Tree)
2338 g.RootPart.Shape.State = 0;
2339
2166 objlist.Add(g); 2340 objlist.Add(g);
2167 veclist.Add(new Vector3(0, 0, 0)); 2341 veclist.Add(new Vector3(0, 0, 0));
2168 bbox = g.GetAxisAlignedBoundingBox(out offsetHeight); 2342 bbox = g.GetAxisAlignedBoundingBox(out offsetHeight);
@@ -2181,6 +2355,14 @@ namespace OpenSim.Region.Framework.Scenes
2181 foreach (XmlNode n in groups) 2355 foreach (XmlNode n in groups)
2182 { 2356 {
2183 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml); 2357 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml);
2358
2359 g.RootPart.AttachPoint = g.RootPart.Shape.State;
2360 g.RootPart.AttachOffset = g.AbsolutePosition;
2361 g.RootPart.AttachRotation = g.GroupRotation;
2362 if (g.RootPart.Shape.PCode != (byte)PCode.NewTree &&
2363 g.RootPart.Shape.PCode != (byte)PCode.Tree)
2364 g.RootPart.Shape.State = 0;
2365
2184 objlist.Add(g); 2366 objlist.Add(g);
2185 2367
2186 XmlElement el = (XmlElement)n; 2368 XmlElement el = (XmlElement)n;
@@ -2343,6 +2525,9 @@ namespace OpenSim.Region.Framework.Scenes
2343 2525
2344 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2526 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2345 { 2527 {
2528 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2529 return;
2530
2346 SceneObjectPart part = GetSceneObjectPart(objectID); 2531 SceneObjectPart part = GetSceneObjectPart(objectID);
2347 if (part == null) 2532 if (part == null)
2348 return; 2533 return;
@@ -2399,7 +2584,10 @@ namespace OpenSim.Region.Framework.Scenes
2399 } 2584 }
2400 else 2585 else
2401 { 2586 {
2402 if (!Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)) 2587 if (!Permissions.IsGod(remoteClient.AgentId) && sog.OwnerID != remoteClient.AgentId)
2588 continue;
2589
2590 if (!Permissions.CanTransferObject(sog.UUID, groupID))
2403 continue; 2591 continue;
2404 2592
2405 if (sog.GroupID != groupID) 2593 if (sog.GroupID != groupID)
@@ -2511,6 +2699,12 @@ namespace OpenSim.Region.Framework.Scenes
2511 } 2699 }
2512 2700
2513 m_sceneGraph.LinkObjects(root, children); 2701 m_sceneGraph.LinkObjects(root, children);
2702
2703 ScenePresence sp;
2704 if (TryGetScenePresence(agentId, out sp))
2705 {
2706 root.SendPropertiesToClient(sp.ControllingClient);
2707 }
2514 } 2708 }
2515 2709
2516 private string PermissionString(uint permissions) 2710 private string PermissionString(uint permissions)
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index cddf818..46b2d2e 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -50,7 +50,7 @@ namespace OpenSim.Region.Framework.Scenes
50 /// <param name='targetID'></param> 50 /// <param name='targetID'></param>
51 /// <param name='fromAgent'></param> 51 /// <param name='fromAgent'></param>
52 /// <param name='broadcast'></param> 52 /// <param name='broadcast'></param>
53 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, 53 public void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
54 UUID fromID, UUID targetID, bool fromAgent, bool broadcast) 54 UUID fromID, UUID targetID, bool fromAgent, bool broadcast)
55 { 55 {
56 OSChatMessage args = new OSChatMessage(); 56 OSChatMessage args = new OSChatMessage();
@@ -61,6 +61,7 @@ namespace OpenSim.Region.Framework.Scenes
61 args.Position = fromPos; 61 args.Position = fromPos;
62 args.SenderUUID = fromID; 62 args.SenderUUID = fromID;
63 args.Scene = this; 63 args.Scene = this;
64 args.Destination = targetID;
64 65
65 if (fromAgent) 66 if (fromAgent)
66 { 67 {
@@ -75,7 +76,7 @@ namespace OpenSim.Region.Framework.Scenes
75 } 76 }
76 77
77 args.From = fromName; 78 args.From = fromName;
78 args.TargetUUID = targetID; 79 //args.
79 80
80// m_log.DebugFormat( 81// m_log.DebugFormat(
81// "[SCENE]: Sending message {0} on channel {1}, type {2} from {3}, broadcast {4}", 82// "[SCENE]: Sending message {0} on channel {1}, type {2} from {3}, broadcast {4}",
@@ -86,7 +87,7 @@ namespace OpenSim.Region.Framework.Scenes
86 else 87 else
87 EventManager.TriggerOnChatFromWorld(this, args); 88 EventManager.TriggerOnChatFromWorld(this, args);
88 } 89 }
89 90
90 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, 91 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
91 UUID fromID, bool fromAgent, bool broadcast) 92 UUID fromID, bool fromAgent, bool broadcast)
92 { 93 {
@@ -130,19 +131,6 @@ namespace OpenSim.Region.Framework.Scenes
130 { 131 {
131 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true); 132 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true);
132 } 133 }
133 /// <summary>
134 ///
135 /// </summary>
136 /// <param name="message"></param>
137 /// <param name="type"></param>
138 /// <param name="fromPos"></param>
139 /// <param name="fromName"></param>
140 /// <param name="fromAgentID"></param>
141 /// <param name="targetID"></param>
142 public void SimChatToAgent(UUID targetID, byte[] message, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent)
143 {
144 SimChat(message, ChatTypeEnum.Say, 0, fromPos, fromName, fromID, targetID, fromAgent, false);
145 }
146 134
147 /// <summary> 135 /// <summary>
148 /// Invoked when the client requests a prim. 136 /// Invoked when the client requests a prim.
@@ -164,27 +152,47 @@ namespace OpenSim.Region.Framework.Scenes
164 /// <param name="remoteClient"></param> 152 /// <param name="remoteClient"></param>
165 public void SelectPrim(uint primLocalID, IClientAPI remoteClient) 153 public void SelectPrim(uint primLocalID, IClientAPI remoteClient)
166 { 154 {
155 /*
156 SceneObjectPart part = GetSceneObjectPart(primLocalID);
157
158 if (null == part)
159 return;
160
161 if (part.IsRoot)
162 {
163 SceneObjectGroup sog = part.ParentGroup;
164 sog.SendPropertiesToClient(remoteClient);
165
166 // A prim is only tainted if it's allowed to be edited by the person clicking it.
167 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
168 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
169 {
170 sog.IsSelected = true;
171 EventManager.TriggerParcelPrimCountTainted();
172 }
173 }
174 else
175 {
176 part.SendPropertiesToClient(remoteClient);
177 }
178 */
167 SceneObjectPart part = GetSceneObjectPart(primLocalID); 179 SceneObjectPart part = GetSceneObjectPart(primLocalID);
168 180
169 if (null == part) 181 if (null == part)
170 return; 182 return;
171 183
172 if (part.IsRoot) 184 SceneObjectGroup sog = part.ParentGroup;
173 { 185 if (sog == null)
174 SceneObjectGroup sog = part.ParentGroup; 186 return;
175 sog.SendPropertiesToClient(remoteClient);
176 sog.IsSelected = true;
177 187
178 // A prim is only tainted if it's allowed to be edited by the person clicking it. 188 part.SendPropertiesToClient(remoteClient);
179 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId) 189
180 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId)) 190 // A prim is only tainted if it's allowed to be edited by the person clicking it.
181 { 191 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
182 EventManager.TriggerParcelPrimCountTainted(); 192 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
183 }
184 }
185 else
186 { 193 {
187 part.SendPropertiesToClient(remoteClient); 194 part.IsSelected = true;
195 EventManager.TriggerParcelPrimCountTainted();
188 } 196 }
189 } 197 }
190 198
@@ -237,7 +245,7 @@ namespace OpenSim.Region.Framework.Scenes
237 SceneObjectPart part = GetSceneObjectPart(primLocalID); 245 SceneObjectPart part = GetSceneObjectPart(primLocalID);
238 if (part == null) 246 if (part == null)
239 return; 247 return;
240 248 /*
241 // A deselect packet contains all the local prims being deselected. However, since selection is still 249 // A deselect packet contains all the local prims being deselected. However, since selection is still
242 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims 250 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims
243 // we end up sending many duplicate ObjectUpdates 251 // we end up sending many duplicate ObjectUpdates
@@ -248,7 +256,9 @@ namespace OpenSim.Region.Framework.Scenes
248 // handled by group, but by prim. Legacy cruft. 256 // handled by group, but by prim. Legacy cruft.
249 // TODO: Make selection flagging per prim! 257 // TODO: Make selection flagging per prim!
250 // 258 //
251 part.ParentGroup.IsSelected = false; 259 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
260 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
261 part.ParentGroup.IsSelected = false;
252 262
253 part.ParentGroup.ScheduleGroupForFullUpdate(); 263 part.ParentGroup.ScheduleGroupForFullUpdate();
254 264
@@ -265,6 +275,22 @@ namespace OpenSim.Region.Framework.Scenes
265 part.UUID, remoteClient.AgentId)) 275 part.UUID, remoteClient.AgentId))
266 EventManager.TriggerParcelPrimCountTainted(); 276 EventManager.TriggerParcelPrimCountTainted();
267 } 277 }
278 */
279
280 bool oldgprSelect = part.ParentGroup.IsSelected;
281
282 // This is wrong, wrong, wrong. Selection should not be
283 // handled by group, but by prim. Legacy cruft.
284 // TODO: Make selection flagging per prim!
285 //
286 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
287 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
288 {
289 part.IsSelected = false;
290 if (!part.ParentGroup.IsAttachment && oldgprSelect != part.ParentGroup.IsSelected)
291 EventManager.TriggerParcelPrimCountTainted();
292 }
293
268 } 294 }
269 295
270 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount, 296 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount,
@@ -419,12 +445,26 @@ namespace OpenSim.Region.Framework.Scenes
419 } 445 }
420 }); 446 });
421 } 447 }
422 448
423 private bool ShouldSendDiscardableEffect(IClientAPI thisClient, ScenePresence other) 449 private bool ShouldSendDiscardableEffect(IClientAPI thisClient, ScenePresence other)
424 { 450 {
425 return Vector3.Distance(other.CameraPosition, thisClient.SceneAgent.AbsolutePosition) < 10; 451 return Vector3.Distance(other.CameraPosition, thisClient.SceneAgent.AbsolutePosition) < 10;
426 } 452 }
427 453
454 private class DescendentsRequestData
455 {
456 public IClientAPI RemoteClient;
457 public UUID FolderID;
458 public UUID OwnerID;
459 public bool FetchFolders;
460 public bool FetchItems;
461 public int SortOrder;
462 }
463
464 private Queue<DescendentsRequestData> m_descendentsRequestQueue = new Queue<DescendentsRequestData>();
465 private Object m_descendentsRequestLock = new Object();
466 private bool m_descendentsRequestProcessing = false;
467
428 /// <summary> 468 /// <summary>
429 /// Tell the client about the various child items and folders contained in the requested folder. 469 /// Tell the client about the various child items and folders contained in the requested folder.
430 /// </summary> 470 /// </summary>
@@ -461,17 +501,38 @@ namespace OpenSim.Region.Framework.Scenes
461 } 501 }
462 } 502 }
463 503
464 // We're going to send the reply async, because there may be 504 lock (m_descendentsRequestLock)
465 // an enormous quantity of packets -- basically the entire inventory! 505 {
466 // We don't want to block the client thread while all that is happening. 506 if (!m_descendentsRequestProcessing)
467 SendInventoryDelegate d = SendInventoryAsync; 507 {
468 d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d); 508 m_descendentsRequestProcessing = true;
509
510 // We're going to send the reply async, because there may be
511 // an enormous quantity of packets -- basically the entire inventory!
512 // We don't want to block the client thread while all that is happening.
513 SendInventoryDelegate d = SendInventoryAsync;
514 d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d);
515
516 return;
517 }
518
519 DescendentsRequestData req = new DescendentsRequestData();
520 req.RemoteClient = remoteClient;
521 req.FolderID = folderID;
522 req.OwnerID = ownerID;
523 req.FetchFolders = fetchFolders;
524 req.FetchItems = fetchItems;
525 req.SortOrder = sortOrder;
526
527 m_descendentsRequestQueue.Enqueue(req);
528 }
469 } 529 }
470 530
471 delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder); 531 delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder);
472 532
473 void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder) 533 void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder)
474 { 534 {
535 Thread.Sleep(20);
475 SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems); 536 SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems);
476 } 537 }
477 538
@@ -479,6 +540,21 @@ namespace OpenSim.Region.Framework.Scenes
479 { 540 {
480 SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState; 541 SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState;
481 d.EndInvoke(iar); 542 d.EndInvoke(iar);
543
544 lock (m_descendentsRequestLock)
545 {
546 if (m_descendentsRequestQueue.Count > 0)
547 {
548 DescendentsRequestData req = m_descendentsRequestQueue.Dequeue();
549
550 d = SendInventoryAsync;
551 d.BeginInvoke(req.RemoteClient, req.FolderID, req.OwnerID, req.FetchFolders, req.FetchItems, req.SortOrder, SendInventoryComplete, d);
552
553 return;
554 }
555
556 m_descendentsRequestProcessing = false;
557 }
482 } 558 }
483 559
484 /// <summary> 560 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 7772f94..21036d8 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -227,8 +227,8 @@ namespace OpenSim.Region.Framework.Scenes
227 // TODO: need to figure out how allow client agents but deny 227 // TODO: need to figure out how allow client agents but deny
228 // root agents when ACL denies access to root agent 228 // root agents when ACL denies access to root agent
229 public bool m_strictAccessControl = true; 229 public bool m_strictAccessControl = true;
230 230 public bool m_seeIntoBannedRegion = false;
231 public int MaxUndoCount { get; set; } 231 public int MaxUndoCount = 5;
232 232
233 public bool SeeIntoRegion { get; set; } 233 public bool SeeIntoRegion { get; set; }
234 234
@@ -246,11 +246,13 @@ namespace OpenSim.Region.Framework.Scenes
246 246
247 protected int m_splitRegionID; 247 protected int m_splitRegionID;
248 protected Timer m_restartWaitTimer = new Timer(); 248 protected Timer m_restartWaitTimer = new Timer();
249 protected Timer m_timerWatchdog = new Timer();
249 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 250 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
250 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 251 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
251 protected string m_simulatorVersion = "OpenSimulator Server"; 252 protected string m_simulatorVersion = "OpenSimulator Server";
252 protected AgentCircuitManager m_authenticateHandler; 253 protected AgentCircuitManager m_authenticateHandler;
253 protected SceneCommunicationService m_sceneGridService; 254 protected SceneCommunicationService m_sceneGridService;
255 protected ISnmpModule m_snmpService = null;
254 256
255 protected ISimulationDataService m_SimulationDataService; 257 protected ISimulationDataService m_SimulationDataService;
256 protected IEstateDataService m_EstateDataService; 258 protected IEstateDataService m_EstateDataService;
@@ -313,8 +315,8 @@ namespace OpenSim.Region.Framework.Scenes
313 private int m_update_presences = 1; // Update scene presence movements 315 private int m_update_presences = 1; // Update scene presence movements
314 private int m_update_events = 1; 316 private int m_update_events = 1;
315 private int m_update_backup = 200; 317 private int m_update_backup = 200;
316 private int m_update_terrain = 50; 318 private int m_update_terrain = 1000;
317// private int m_update_land = 1; 319 private int m_update_land = 10;
318 private int m_update_coarse_locations = 50; 320 private int m_update_coarse_locations = 50;
319 321
320 private int agentMS; 322 private int agentMS;
@@ -327,13 +329,13 @@ namespace OpenSim.Region.Framework.Scenes
327 private int backupMS; 329 private int backupMS;
328 private int terrainMS; 330 private int terrainMS;
329 private int landMS; 331 private int landMS;
330 private int spareMS;
331 332
332 /// <summary> 333 /// <summary>
333 /// Tick at which the last frame was processed. 334 /// Tick at which the last frame was processed.
334 /// </summary> 335 /// </summary>
335 private int m_lastFrameTick; 336 private int m_lastFrameTick;
336 337
338 public bool CombineRegions = false;
337 /// <summary> 339 /// <summary>
338 /// Tick at which the last maintenance run occurred. 340 /// Tick at which the last maintenance run occurred.
339 /// </summary> 341 /// </summary>
@@ -353,7 +355,7 @@ namespace OpenSim.Region.Framework.Scenes
353 private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing 355 private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
354 private volatile bool m_backingup; 356 private volatile bool m_backingup;
355 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>(); 357 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
356 private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>(); 358 private Dictionary<UUID, int> m_groupsWithTargets = new Dictionary<UUID, int>();
357 359
358 private string m_defaultScriptEngine; 360 private string m_defaultScriptEngine;
359 361
@@ -362,6 +364,11 @@ namespace OpenSim.Region.Framework.Scenes
362 /// </summary> 364 /// </summary>
363 private int m_LastLogin; 365 private int m_LastLogin;
364 366
367 private int m_lastIncoming;
368 private int m_lastOutgoing;
369 private int m_hbRestarts = 0;
370
371
365 /// <summary> 372 /// <summary>
366 /// Thread that runs the scene loop. 373 /// Thread that runs the scene loop.
367 /// </summary> 374 /// </summary>
@@ -404,7 +411,7 @@ namespace OpenSim.Region.Framework.Scenes
404 private volatile bool m_active; 411 private volatile bool m_active;
405 412
406// private int m_lastUpdate; 413// private int m_lastUpdate;
407// private bool m_firstHeartbeat = true; 414 private bool m_firstHeartbeat = true;
408 415
409 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 416 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
410 private bool m_reprioritizationEnabled = true; 417 private bool m_reprioritizationEnabled = true;
@@ -448,6 +455,19 @@ namespace OpenSim.Region.Framework.Scenes
448 get { return m_sceneGridService; } 455 get { return m_sceneGridService; }
449 } 456 }
450 457
458 public ISnmpModule SnmpService
459 {
460 get
461 {
462 if (m_snmpService == null)
463 {
464 m_snmpService = RequestModuleInterface<ISnmpModule>();
465 }
466
467 return m_snmpService;
468 }
469 }
470
451 public ISimulationDataService SimulationDataService 471 public ISimulationDataService SimulationDataService
452 { 472 {
453 get 473 get
@@ -741,6 +761,8 @@ namespace OpenSim.Region.Framework.Scenes
741 m_SimulationDataService = simDataService; 761 m_SimulationDataService = simDataService;
742 m_EstateDataService = estateDataService; 762 m_EstateDataService = estateDataService;
743 m_regionHandle = RegionInfo.RegionHandle; 763 m_regionHandle = RegionInfo.RegionHandle;
764 m_lastIncoming = 0;
765 m_lastOutgoing = 0;
744 766
745 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 767 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
746 m_asyncSceneObjectDeleter.Enabled = true; 768 m_asyncSceneObjectDeleter.Enabled = true;
@@ -834,7 +856,7 @@ namespace OpenSim.Region.Framework.Scenes
834 856
835 StartDisabled = startupConfig.GetBoolean("StartDisabled", false); 857 StartDisabled = startupConfig.GetBoolean("StartDisabled", false);
836 858
837 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance); 859 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
838 UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup); 860 UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup);
839 if (!UseBackup) 861 if (!UseBackup)
840 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName); 862 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
@@ -846,9 +868,8 @@ namespace OpenSim.Region.Framework.Scenes
846 868
847 MaxUndoCount = startupConfig.GetInt("MaxPrimUndos", 20); 869 MaxUndoCount = startupConfig.GetInt("MaxPrimUndos", 20);
848 870
849 PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims); 871 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
850 CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims); 872 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
851
852 m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys); 873 m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys);
853 if (RegionInfo.NonphysPrimMin > 0) 874 if (RegionInfo.NonphysPrimMin > 0)
854 { 875 {
@@ -868,11 +889,21 @@ namespace OpenSim.Region.Framework.Scenes
868 } 889 }
869 890
870 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); 891 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
892
871 if (RegionInfo.PhysPrimMax > 0) 893 if (RegionInfo.PhysPrimMax > 0)
872 { 894 {
873 m_maxPhys = RegionInfo.PhysPrimMax; 895 m_maxPhys = RegionInfo.PhysPrimMax;
874 } 896 }
875 897
898 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity);
899 if (RegionInfo.LinksetCapacity > 0)
900 {
901 m_linksetCapacity = RegionInfo.LinksetCapacity;
902 }
903
904 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
905 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
906
876 // Here, if clamping is requested in either global or 907 // Here, if clamping is requested in either global or
877 // local config, it will be used 908 // local config, it will be used
878 // 909 //
@@ -882,13 +913,7 @@ namespace OpenSim.Region.Framework.Scenes
882 m_clampPrimSize = true; 913 m_clampPrimSize = true;
883 } 914 }
884 915
885 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity); 916 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete);
886 if (RegionInfo.LinksetCapacity > 0)
887 {
888 m_linksetCapacity = RegionInfo.LinksetCapacity;
889 }
890
891 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete", m_useTrashOnDelete);
892 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); 917 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
893 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings); 918 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
894 m_dontPersistBefore = 919 m_dontPersistBefore =
@@ -899,11 +924,11 @@ namespace OpenSim.Region.Framework.Scenes
899 m_persistAfter *= 10000000; 924 m_persistAfter *= 10000000;
900 925
901 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 926 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
902 927 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
903 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
904 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
905 928
906 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 929 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
930 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
931 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
907 932
908 string[] possibleMapConfigSections = new string[] { "Map", "Startup" }; 933 string[] possibleMapConfigSections = new string[] { "Map", "Startup" };
909 934
@@ -948,7 +973,7 @@ namespace OpenSim.Region.Framework.Scenes
948 973
949 if (grant.Length > 0) 974 if (grant.Length > 0)
950 { 975 {
951 foreach (string viewer in grant.Split('|')) 976 foreach (string viewer in grant.Split(','))
952 { 977 {
953 m_AllowedViewers.Add(viewer.Trim().ToLower()); 978 m_AllowedViewers.Add(viewer.Trim().ToLower());
954 } 979 }
@@ -960,7 +985,7 @@ namespace OpenSim.Region.Framework.Scenes
960 985
961 if (grant.Length > 0) 986 if (grant.Length > 0)
962 { 987 {
963 foreach (string viewer in grant.Split('|')) 988 foreach (string viewer in grant.Split(','))
964 { 989 {
965 m_BannedViewers.Add(viewer.Trim().ToLower()); 990 m_BannedViewers.Add(viewer.Trim().ToLower());
966 } 991 }
@@ -1020,6 +1045,8 @@ namespace OpenSim.Region.Framework.Scenes
1020 StatsReporter = new SimStatsReporter(this); 1045 StatsReporter = new SimStatsReporter(this);
1021 StatsReporter.OnSendStatsResult += SendSimStatsPackets; 1046 StatsReporter.OnSendStatsResult += SendSimStatsPackets;
1022 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; 1047 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
1048
1049 MainConsole.Instance.Commands.AddCommand("scene", false, "gc collect", "gc collect", "gc collect", "Cause the garbage collector to make a single pass", HandleGcCollect);
1023 } 1050 }
1024 1051
1025 public Scene(RegionInfo regInfo) : base(regInfo) 1052 public Scene(RegionInfo regInfo) : base(regInfo)
@@ -1315,8 +1342,11 @@ namespace OpenSim.Region.Framework.Scenes
1315 // Stop all client threads. 1342 // Stop all client threads.
1316 ForEachScenePresence(delegate(ScenePresence avatar) { CloseAgent(avatar.UUID, false); }); 1343 ForEachScenePresence(delegate(ScenePresence avatar) { CloseAgent(avatar.UUID, false); });
1317 1344
1318 m_log.Debug("[SCENE]: Persisting changed objects"); 1345 m_log.Debug("[SCENE]: TriggerSceneShuttingDown");
1319 EventManager.TriggerSceneShuttingDown(this); 1346 EventManager.TriggerSceneShuttingDown(this);
1347
1348 m_log.Debug("[SCENE]: Persisting changed objects");
1349
1320 Backup(false); 1350 Backup(false);
1321 m_sceneGraph.Close(); 1351 m_sceneGraph.Close();
1322 1352
@@ -1330,6 +1360,7 @@ namespace OpenSim.Region.Framework.Scenes
1330 // attempt to reference a null or disposed physics scene. 1360 // attempt to reference a null or disposed physics scene.
1331 if (PhysicsScene != null) 1361 if (PhysicsScene != null)
1332 { 1362 {
1363 m_log.Debug("[SCENE]: Dispose Physics");
1333 PhysicsScene phys = PhysicsScene; 1364 PhysicsScene phys = PhysicsScene;
1334 // remove the physics engine from both Scene and SceneGraph 1365 // remove the physics engine from both Scene and SceneGraph
1335 PhysicsScene = null; 1366 PhysicsScene = null;
@@ -1360,11 +1391,29 @@ namespace OpenSim.Region.Framework.Scenes
1360 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1391 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1361 if (m_heartbeatThread != null) 1392 if (m_heartbeatThread != null)
1362 { 1393 {
1394 m_hbRestarts++;
1395 if(m_hbRestarts > 10)
1396 Environment.Exit(1);
1397 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1398
1399//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1400//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1401//proc.EnableRaisingEvents=false;
1402//proc.StartInfo.FileName = "/bin/kill";
1403//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1404//proc.Start();
1405//proc.WaitForExit();
1406//Thread.Sleep(1000);
1407//Environment.Exit(1);
1363 m_heartbeatThread.Abort(); 1408 m_heartbeatThread.Abort();
1409 Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId);
1364 m_heartbeatThread = null; 1410 m_heartbeatThread = null;
1365 } 1411 }
1366// m_lastUpdate = Util.EnvironmentTickCount(); 1412// m_lastUpdate = Util.EnvironmentTickCount();
1367 1413
1414// m_sceneGraph.PreparePhysicsSimulation();
1415
1416
1368 m_heartbeatThread 1417 m_heartbeatThread
1369 = Watchdog.StartThread( 1418 = Watchdog.StartThread(
1370 Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false); 1419 Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false);
@@ -1509,16 +1558,20 @@ namespace OpenSim.Region.Framework.Scenes
1509 endFrame = Frame + frames; 1558 endFrame = Frame + frames;
1510 1559
1511 float physicsFPS = 0f; 1560 float physicsFPS = 0f;
1512 int previousFrameTick, tmpMS; 1561 int tmpMS;
1513 int maintc = Util.EnvironmentTickCount(); 1562 int previousFrameTick;
1563 int maintc;
1564 int sleepMS;
1565 int framestart;
1514 1566
1515 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame)) 1567 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame))
1516 { 1568 {
1569 framestart = Util.EnvironmentTickCount();
1517 ++Frame; 1570 ++Frame;
1518 1571
1519// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); 1572// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
1520 1573
1521 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0; 1574 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
1522 1575
1523 try 1576 try
1524 { 1577 {
@@ -1572,6 +1625,7 @@ namespace OpenSim.Region.Framework.Scenes
1572 m_sceneGraph.UpdatePresences(); 1625 m_sceneGraph.UpdatePresences();
1573 1626
1574 agentMS += Util.EnvironmentTickCountSubtract(tmpMS); 1627 agentMS += Util.EnvironmentTickCountSubtract(tmpMS);
1628
1575 1629
1576 // Delete temp-on-rez stuff 1630 // Delete temp-on-rez stuff
1577 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) 1631 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
@@ -1653,34 +1707,37 @@ namespace OpenSim.Region.Framework.Scenes
1653 1707
1654 Watchdog.UpdateThread(); 1708 Watchdog.UpdateThread();
1655 1709
1710 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
1711
1712 StatsReporter.AddPhysicsFPS(physicsFPS);
1713 StatsReporter.AddTimeDilation(TimeDilation);
1714 StatsReporter.AddFPS(1);
1715
1716 StatsReporter.addAgentMS(agentMS);
1717 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1718 StatsReporter.addOtherMS(otherMS);
1719 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1720
1656 previousFrameTick = m_lastFrameTick; 1721 previousFrameTick = m_lastFrameTick;
1657 m_lastFrameTick = Util.EnvironmentTickCount(); 1722 m_lastFrameTick = Util.EnvironmentTickCount();
1658 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); 1723 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, framestart);
1659 tmpMS = (int)(MinFrameTime * 1000) - tmpMS; 1724 tmpMS = (int)(MinFrameTime * 1000) - tmpMS;
1660 1725
1726 m_firstHeartbeat = false;
1727
1728 sleepMS = Util.EnvironmentTickCount();
1729
1661 if (tmpMS > 0) 1730 if (tmpMS > 0)
1662 {
1663 Thread.Sleep(tmpMS); 1731 Thread.Sleep(tmpMS);
1664 spareMS += tmpMS;
1665 }
1666 1732
1667 frameMS = Util.EnvironmentTickCountSubtract(maintc); 1733 sleepMS = Util.EnvironmentTickCountSubtract(sleepMS);
1668 maintc = Util.EnvironmentTickCount(); 1734 frameMS = Util.EnvironmentTickCountSubtract(framestart);
1669 1735 StatsReporter.addSleepMS(sleepMS);
1670 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; 1736 StatsReporter.addFrameMS(frameMS);
1671 1737
1672 // if (Frame%m_update_avatars == 0) 1738 // if (Frame%m_update_avatars == 0)
1673 // UpdateInWorldTime(); 1739 // UpdateInWorldTime();
1674 StatsReporter.AddPhysicsFPS(physicsFPS);
1675 StatsReporter.AddTimeDilation(TimeDilation);
1676 StatsReporter.AddFPS(1);
1677 1740
1678 StatsReporter.addFrameMS(frameMS);
1679 StatsReporter.addAgentMS(agentMS);
1680 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1681 StatsReporter.addOtherMS(otherMS);
1682 StatsReporter.AddSpareMS(spareMS);
1683 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1684 1741
1685 // Optionally warn if a frame takes double the amount of time that it should. 1742 // Optionally warn if a frame takes double the amount of time that it should.
1686 if (DebugUpdates 1743 if (DebugUpdates
@@ -1697,7 +1754,7 @@ namespace OpenSim.Region.Framework.Scenes
1697 public void AddGroupTarget(SceneObjectGroup grp) 1754 public void AddGroupTarget(SceneObjectGroup grp)
1698 { 1755 {
1699 lock (m_groupsWithTargets) 1756 lock (m_groupsWithTargets)
1700 m_groupsWithTargets[grp.UUID] = grp; 1757 m_groupsWithTargets[grp.UUID] = 0;
1701 } 1758 }
1702 1759
1703 public void RemoveGroupTarget(SceneObjectGroup grp) 1760 public void RemoveGroupTarget(SceneObjectGroup grp)
@@ -1708,18 +1765,24 @@ namespace OpenSim.Region.Framework.Scenes
1708 1765
1709 private void CheckAtTargets() 1766 private void CheckAtTargets()
1710 { 1767 {
1711 List<SceneObjectGroup> objs = null; 1768 List<UUID> objs = null;
1712 1769
1713 lock (m_groupsWithTargets) 1770 lock (m_groupsWithTargets)
1714 { 1771 {
1715 if (m_groupsWithTargets.Count != 0) 1772 if (m_groupsWithTargets.Count != 0)
1716 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values); 1773 objs = new List<UUID>(m_groupsWithTargets.Keys);
1717 } 1774 }
1718 1775
1719 if (objs != null) 1776 if (objs != null)
1720 { 1777 {
1721 foreach (SceneObjectGroup entry in objs) 1778 foreach (UUID entry in objs)
1722 entry.checkAtTargets(); 1779 {
1780 SceneObjectGroup grp = GetSceneObjectGroup(entry);
1781 if (grp == null)
1782 m_groupsWithTargets.Remove(entry);
1783 else
1784 grp.checkAtTargets();
1785 }
1723 } 1786 }
1724 } 1787 }
1725 1788
@@ -1798,7 +1861,7 @@ namespace OpenSim.Region.Framework.Scenes
1798 msg.fromAgentName = "Server"; 1861 msg.fromAgentName = "Server";
1799 msg.dialog = (byte)19; // Object msg 1862 msg.dialog = (byte)19; // Object msg
1800 msg.fromGroup = false; 1863 msg.fromGroup = false;
1801 msg.offline = (byte)0; 1864 msg.offline = (byte)1;
1802 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1865 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1803 msg.Position = Vector3.Zero; 1866 msg.Position = Vector3.Zero;
1804 msg.RegionID = RegionInfo.RegionID.Guid; 1867 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -2027,7 +2090,7 @@ namespace OpenSim.Region.Framework.Scenes
2027 return PhysicsScene.SupportsRaycastWorldFiltered(); 2090 return PhysicsScene.SupportsRaycastWorldFiltered();
2028 } 2091 }
2029 2092
2030 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter) 2093 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
2031 { 2094 {
2032 if (PhysicsScene == null) 2095 if (PhysicsScene == null)
2033 return null; 2096 return null;
@@ -2049,14 +2112,24 @@ namespace OpenSim.Region.Framework.Scenes
2049 /// <returns></returns> 2112 /// <returns></returns>
2050 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 2113 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
2051 { 2114 {
2115
2116 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
2117 Vector3 wpos = Vector3.Zero;
2118 // Check for water surface intersection from above
2119 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
2120 {
2121 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
2122 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
2123 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
2124 wpos.Z = wheight;
2125 }
2126
2052 Vector3 pos = Vector3.Zero; 2127 Vector3 pos = Vector3.Zero;
2053 if (RayEndIsIntersection == (byte)1) 2128 if (RayEndIsIntersection == (byte)1)
2054 { 2129 {
2055 pos = RayEnd; 2130 pos = RayEnd;
2056 return pos;
2057 } 2131 }
2058 2132 else if (RayTargetID != UUID.Zero)
2059 if (RayTargetID != UUID.Zero)
2060 { 2133 {
2061 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 2134 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
2062 2135
@@ -2078,7 +2151,7 @@ namespace OpenSim.Region.Framework.Scenes
2078 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 2151 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
2079 2152
2080 // Un-comment out the following line to Get Raytrace results printed to the console. 2153 // Un-comment out the following line to Get Raytrace results printed to the console.
2081 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 2154 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
2082 float ScaleOffset = 0.5f; 2155 float ScaleOffset = 0.5f;
2083 2156
2084 // If we hit something 2157 // If we hit something
@@ -2101,13 +2174,10 @@ namespace OpenSim.Region.Framework.Scenes
2101 //pos.Z -= 0.25F; 2174 //pos.Z -= 0.25F;
2102 2175
2103 } 2176 }
2104
2105 return pos;
2106 } 2177 }
2107 else 2178 else
2108 { 2179 {
2109 // We don't have a target here, so we're going to raytrace all the objects in the scene. 2180 // We don't have a target here, so we're going to raytrace all the objects in the scene.
2110
2111 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 2181 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
2112 2182
2113 // Un-comment the following line to print the raytrace results to the console. 2183 // Un-comment the following line to print the raytrace results to the console.
@@ -2116,13 +2186,12 @@ namespace OpenSim.Region.Framework.Scenes
2116 if (ei.HitTF) 2186 if (ei.HitTF)
2117 { 2187 {
2118 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 2188 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
2119 } else 2189 }
2190 else
2120 { 2191 {
2121 // fall back to our stupid functionality 2192 // fall back to our stupid functionality
2122 pos = RayEnd; 2193 pos = RayEnd;
2123 } 2194 }
2124
2125 return pos;
2126 } 2195 }
2127 } 2196 }
2128 else 2197 else
@@ -2133,8 +2202,12 @@ namespace OpenSim.Region.Framework.Scenes
2133 //increase height so its above the ground. 2202 //increase height so its above the ground.
2134 //should be getting the normal of the ground at the rez point and using that? 2203 //should be getting the normal of the ground at the rez point and using that?
2135 pos.Z += scale.Z / 2f; 2204 pos.Z += scale.Z / 2f;
2136 return pos; 2205// return pos;
2137 } 2206 }
2207
2208 // check against posible water intercept
2209 if (wpos.Z > pos.Z) pos = wpos;
2210 return pos;
2138 } 2211 }
2139 2212
2140 2213
@@ -2225,12 +2298,12 @@ namespace OpenSim.Region.Framework.Scenes
2225 { 2298 {
2226 if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates)) 2299 if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates))
2227 { 2300 {
2301 sceneObject.IsDeleted = false;
2228 EventManager.TriggerObjectAddedToScene(sceneObject); 2302 EventManager.TriggerObjectAddedToScene(sceneObject);
2229 return true; 2303 return true;
2230 } 2304 }
2231 2305
2232 return false; 2306 return false;
2233
2234 } 2307 }
2235 2308
2236 /// <summary> 2309 /// <summary>
@@ -2322,6 +2395,15 @@ namespace OpenSim.Region.Framework.Scenes
2322 /// </summary> 2395 /// </summary>
2323 public void DeleteAllSceneObjects() 2396 public void DeleteAllSceneObjects()
2324 { 2397 {
2398 DeleteAllSceneObjects(false);
2399 }
2400
2401 /// <summary>
2402 /// Delete every object from the scene. This does not include attachments worn by avatars.
2403 /// </summary>
2404 public void DeleteAllSceneObjects(bool exceptNoCopy)
2405 {
2406 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2325 lock (Entities) 2407 lock (Entities)
2326 { 2408 {
2327 EntityBase[] entities = Entities.GetEntities(); 2409 EntityBase[] entities = Entities.GetEntities();
@@ -2330,11 +2412,24 @@ namespace OpenSim.Region.Framework.Scenes
2330 if (e is SceneObjectGroup) 2412 if (e is SceneObjectGroup)
2331 { 2413 {
2332 SceneObjectGroup sog = (SceneObjectGroup)e; 2414 SceneObjectGroup sog = (SceneObjectGroup)e;
2333 if (!sog.IsAttachment) 2415 if (sog != null && !sog.IsAttachment)
2334 DeleteSceneObject((SceneObjectGroup)e, false); 2416 {
2417 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2418 {
2419 DeleteSceneObject((SceneObjectGroup)e, false);
2420 }
2421 else
2422 {
2423 toReturn.Add((SceneObjectGroup)e);
2424 }
2425 }
2335 } 2426 }
2336 } 2427 }
2337 } 2428 }
2429 if (toReturn.Count > 0)
2430 {
2431 returnObjects(toReturn.ToArray(), UUID.Zero);
2432 }
2338 } 2433 }
2339 2434
2340 /// <summary> 2435 /// <summary>
@@ -2365,6 +2460,14 @@ namespace OpenSim.Region.Framework.Scenes
2365 else 2460 else
2366 group.StopScriptInstances(); 2461 group.StopScriptInstances();
2367 2462
2463 List<UUID> avatars = group.GetSittingAvatars();
2464 foreach (UUID av in avatars)
2465 {
2466 ScenePresence p = GetScenePresence(av);
2467 if (p != null)
2468 p.StandUp();
2469 }
2470
2368 SceneObjectPart[] partList = group.Parts; 2471 SceneObjectPart[] partList = group.Parts;
2369 2472
2370 foreach (SceneObjectPart part in partList) 2473 foreach (SceneObjectPart part in partList)
@@ -2392,6 +2495,8 @@ namespace OpenSim.Region.Framework.Scenes
2392 } 2495 }
2393 2496
2394 group.DeleteGroupFromScene(silent); 2497 group.DeleteGroupFromScene(silent);
2498 if (!silent)
2499 SendKillObject(new List<uint>() { group.LocalId });
2395 2500
2396// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2501// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2397 } 2502 }
@@ -2681,7 +2786,7 @@ namespace OpenSim.Region.Framework.Scenes
2681 // If the user is banned, we won't let any of their objects 2786 // If the user is banned, we won't let any of their objects
2682 // enter. Period. 2787 // enter. Period.
2683 // 2788 //
2684 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID)) 2789 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID, 36))
2685 { 2790 {
2686 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID); 2791 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID);
2687 return false; 2792 return false;
@@ -2717,8 +2822,10 @@ namespace OpenSim.Region.Framework.Scenes
2717 newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject)); 2822 newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject));
2718 newObject.ResumeScripts(); 2823 newObject.ResumeScripts();
2719 2824
2720 if (newObject.RootPart.KeyframeMotion != null) 2825 // AddSceneObject already does this and doing it again messes
2721 newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject); 2826 // up region crossings, so don't.
2827 //if (newObject.RootPart.KeyframeMotion != null)
2828 // newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
2722 } 2829 }
2723 2830
2724 // Do this as late as possible so that listeners have full access to the incoming object 2831 // Do this as late as possible so that listeners have full access to the incoming object
@@ -2736,6 +2843,23 @@ namespace OpenSim.Region.Framework.Scenes
2736 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2843 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2737 public bool AddSceneObject(SceneObjectGroup sceneObject) 2844 public bool AddSceneObject(SceneObjectGroup sceneObject)
2738 { 2845 {
2846 if (sceneObject.OwnerID == UUID.Zero)
2847 {
2848 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2849 return false;
2850 }
2851
2852 // If the user is banned, we won't let any of their objects
2853 // enter. Period.
2854 //
2855 int flags = GetUserFlags(sceneObject.OwnerID);
2856 if (RegionInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2857 {
2858 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2859
2860 return false;
2861 }
2862
2739 // Force allocation of new LocalId 2863 // Force allocation of new LocalId
2740 // 2864 //
2741 SceneObjectPart[] parts = sceneObject.Parts; 2865 SceneObjectPart[] parts = sceneObject.Parts;
@@ -2772,16 +2896,27 @@ namespace OpenSim.Region.Framework.Scenes
2772 // information that this is due to a teleport/border cross rather than an ordinary attachment. 2896 // information that this is due to a teleport/border cross rather than an ordinary attachment.
2773 // We currently do this in Scene.MakeRootAgent() instead. 2897 // We currently do this in Scene.MakeRootAgent() instead.
2774 if (AttachmentsModule != null) 2898 if (AttachmentsModule != null)
2775 AttachmentsModule.AttachObject(sp, grp, 0, false, false, true); 2899 AttachmentsModule.AttachObject(sp, grp, 0, false, false, false, true);
2776 } 2900 }
2777 else 2901 else
2778 { 2902 {
2903 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2779 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2904 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2780 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2905 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2781 } 2906 }
2907 if (sceneObject.OwnerID == UUID.Zero)
2908 {
2909 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2910 return false;
2911 }
2782 } 2912 }
2783 else 2913 else
2784 { 2914 {
2915 if (sceneObject.OwnerID == UUID.Zero)
2916 {
2917 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2918 return false;
2919 }
2785 AddRestoredSceneObject(sceneObject, true, false); 2920 AddRestoredSceneObject(sceneObject, true, false);
2786 } 2921 }
2787 2922
@@ -2798,6 +2933,24 @@ namespace OpenSim.Region.Framework.Scenes
2798 return 2; // StateSource.PrimCrossing 2933 return 2; // StateSource.PrimCrossing
2799 } 2934 }
2800 2935
2936 public int GetUserFlags(UUID user)
2937 {
2938 //Unfortunately the SP approach means that the value is cached until region is restarted
2939 /*
2940 ScenePresence sp;
2941 if (TryGetScenePresence(user, out sp))
2942 {
2943 return sp.UserFlags;
2944 }
2945 else
2946 {
2947 */
2948 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2949 if (uac == null)
2950 return 0;
2951 return uac.UserFlags;
2952 //}
2953 }
2801 #endregion 2954 #endregion
2802 2955
2803 #region Add/Remove Avatar Methods 2956 #region Add/Remove Avatar Methods
@@ -2831,7 +2984,7 @@ namespace OpenSim.Region.Framework.Scenes
2831 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 2984 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
2832 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2985 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2833 2986
2834 // CheckHeartbeat(); 2987 CheckHeartbeat();
2835 2988
2836 sp = GetScenePresence(client.AgentId); 2989 sp = GetScenePresence(client.AgentId);
2837 2990
@@ -2849,6 +3002,13 @@ namespace OpenSim.Region.Framework.Scenes
2849 SubscribeToClientEvents(client); 3002 SubscribeToClientEvents(client);
2850 3003
2851 sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type); 3004 sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type);
3005 InventoryFolderBase cof = InventoryService.GetFolderForType(client.AgentId, (AssetType)46);
3006 if (cof == null)
3007 sp.COF = UUID.Zero;
3008 else
3009 sp.COF = cof.ID;
3010
3011 m_log.DebugFormat("[SCENE]: COF for {0} is {1}", client.AgentId, sp.COF);
2852 m_eventManager.TriggerOnNewPresence(sp); 3012 m_eventManager.TriggerOnNewPresence(sp);
2853 3013
2854 sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags; 3014 sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags;
@@ -2969,19 +3129,15 @@ namespace OpenSim.Region.Framework.Scenes
2969 // and the scene presence and the client, if they exist 3129 // and the scene presence and the client, if they exist
2970 try 3130 try
2971 { 3131 {
2972 // We need to wait for the client to make UDP contact first. 3132 ScenePresence sp = GetScenePresence(agentID);
2973 // It's the UDP contact that creates the scene presence 3133
2974 ScenePresence sp = WaitGetScenePresence(agentID);
2975 if (sp != null) 3134 if (sp != null)
2976 { 3135 {
2977 PresenceService.LogoutAgent(sp.ControllingClient.SessionId); 3136 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2978 3137
2979 CloseAgent(sp.UUID, false); 3138 CloseAgent(sp.UUID, false);
2980 } 3139 }
2981 else 3140
2982 {
2983 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2984 }
2985 // BANG! SLASH! 3141 // BANG! SLASH!
2986 m_authenticateHandler.RemoveCircuit(agentID); 3142 m_authenticateHandler.RemoveCircuit(agentID);
2987 3143
@@ -3026,6 +3182,8 @@ namespace OpenSim.Region.Framework.Scenes
3026 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; 3182 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
3027 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; 3183 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
3028 3184
3185 client.onClientChangeObject += m_sceneGraph.ClientChangeObject;
3186
3029 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; 3187 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
3030 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; 3188 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
3031 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; 3189 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
@@ -3082,6 +3240,7 @@ namespace OpenSim.Region.Framework.Scenes
3082 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 3240 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
3083 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 3241 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
3084 client.OnCopyInventoryItem += CopyInventoryItem; 3242 client.OnCopyInventoryItem += CopyInventoryItem;
3243 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
3085 client.OnMoveInventoryItem += MoveInventoryItem; 3244 client.OnMoveInventoryItem += MoveInventoryItem;
3086 client.OnRemoveInventoryItem += RemoveInventoryItem; 3245 client.OnRemoveInventoryItem += RemoveInventoryItem;
3087 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 3246 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -3151,6 +3310,8 @@ namespace OpenSim.Region.Framework.Scenes
3151 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; 3310 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
3152 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; 3311 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
3153 3312
3313 client.onClientChangeObject -= m_sceneGraph.ClientChangeObject;
3314
3154 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3315 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
3155 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3316 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
3156 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; 3317 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
@@ -3462,7 +3623,7 @@ namespace OpenSim.Region.Framework.Scenes
3462 // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop 3623 // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop
3463 // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI 3624 // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI
3464 if (closeChildAgents && CapsModule != null) 3625 if (closeChildAgents && CapsModule != null)
3465 CapsModule.RemoveCaps(agentID); 3626 CapsModule.RemoveCaps(agentID, avatar.ControllingClient.CircuitCode);
3466 3627
3467 if (closeChildAgents && !isChildAgent) 3628 if (closeChildAgents && !isChildAgent)
3468 { 3629 {
@@ -3495,6 +3656,7 @@ namespace OpenSim.Region.Framework.Scenes
3495 // It's possible for child agents to have transactions if changes are being made cross-border. 3656 // It's possible for child agents to have transactions if changes are being made cross-border.
3496 if (AgentTransactionsModule != null) 3657 if (AgentTransactionsModule != null)
3497 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID); 3658 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID);
3659 m_log.Debug("[Scene] The avatar has left the building");
3498 } 3660 }
3499 catch (Exception e) 3661 catch (Exception e)
3500 { 3662 {
@@ -3802,13 +3964,16 @@ namespace OpenSim.Region.Framework.Scenes
3802 // On login test land permisions 3964 // On login test land permisions
3803 if (vialogin) 3965 if (vialogin)
3804 { 3966 {
3967 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3968 if (cache != null)
3969 cache.Remove(acd.firstname + " " + acd.lastname);
3805 if (land != null && !TestLandRestrictions(acd.AgentID, out reason, ref acd.startpos.X, ref acd.startpos.Y)) 3970 if (land != null && !TestLandRestrictions(acd.AgentID, out reason, ref acd.startpos.X, ref acd.startpos.Y))
3806 { 3971 {
3807 m_authenticateHandler.RemoveCircuit(acd.circuitcode); 3972 m_authenticateHandler.RemoveCircuit(acd.circuitcode);
3808 return false; 3973 return false;
3809 } 3974 }
3810 } 3975 }
3811 3976
3812 if (sp == null) // We don't have an [child] agent here already 3977 if (sp == null) // We don't have an [child] agent here already
3813 { 3978 {
3814 if (requirePresenceLookup) 3979 if (requirePresenceLookup)
@@ -3830,7 +3995,7 @@ namespace OpenSim.Region.Framework.Scenes
3830 return false; 3995 return false;
3831 } 3996 }
3832 } 3997 }
3833 3998
3834 try 3999 try
3835 { 4000 {
3836 if (!AuthorizeUser(acd, (vialogin ? false : SeeIntoRegion), out reason)) 4001 if (!AuthorizeUser(acd, (vialogin ? false : SeeIntoRegion), out reason))
@@ -3847,7 +4012,7 @@ namespace OpenSim.Region.Framework.Scenes
3847 m_authenticateHandler.RemoveCircuit(acd.circuitcode); 4012 m_authenticateHandler.RemoveCircuit(acd.circuitcode);
3848 return false; 4013 return false;
3849 } 4014 }
3850 4015
3851 m_log.InfoFormat( 4016 m_log.InfoFormat(
3852 "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})", 4017 "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})",
3853 Name, (acd.child ? "child" : "root"), acd.firstname, acd.lastname, 4018 Name, (acd.child ? "child" : "root"), acd.firstname, acd.lastname,
@@ -3856,7 +4021,7 @@ namespace OpenSim.Region.Framework.Scenes
3856 if (CapsModule != null) 4021 if (CapsModule != null)
3857 { 4022 {
3858 CapsModule.SetAgentCapsSeeds(acd); 4023 CapsModule.SetAgentCapsSeeds(acd);
3859 CapsModule.CreateCaps(acd.AgentID); 4024 CapsModule.CreateCaps(acd.AgentID, acd.circuitcode);
3860 } 4025 }
3861 } 4026 }
3862 else 4027 else
@@ -3876,7 +4041,7 @@ namespace OpenSim.Region.Framework.Scenes
3876 if (CapsModule != null) 4041 if (CapsModule != null)
3877 { 4042 {
3878 CapsModule.SetAgentCapsSeeds(acd); 4043 CapsModule.SetAgentCapsSeeds(acd);
3879 CapsModule.CreateCaps(acd.AgentID); 4044 CapsModule.CreateCaps(acd.AgentID, acd.circuitcode);
3880 } 4045 }
3881 } 4046 }
3882 } 4047 }
@@ -3887,6 +4052,11 @@ namespace OpenSim.Region.Framework.Scenes
3887 CacheUserName(null, acd); 4052 CacheUserName(null, acd);
3888 } 4053 }
3889 4054
4055 if (CapsModule != null)
4056 {
4057 CapsModule.ActivateCaps(acd.circuitcode);
4058 }
4059
3890 if (vialogin) 4060 if (vialogin)
3891 { 4061 {
3892// CleanDroppedAttachments(); 4062// CleanDroppedAttachments();
@@ -3978,6 +4148,8 @@ namespace OpenSim.Region.Framework.Scenes
3978 } 4148 }
3979 4149
3980 // Honor parcel landing type and position. 4150 // Honor parcel landing type and position.
4151 /*
4152 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3981 if (land != null) 4153 if (land != null)
3982 { 4154 {
3983 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 4155 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3985,6 +4157,7 @@ namespace OpenSim.Region.Framework.Scenes
3985 acd.startpos = land.LandData.UserLocation; 4157 acd.startpos = land.LandData.UserLocation;
3986 } 4158 }
3987 } 4159 }
4160 */// This is now handled properly in ScenePresence.MakeRootAgent
3988 } 4161 }
3989 4162
3990 return true; 4163 return true;
@@ -4082,7 +4255,7 @@ namespace OpenSim.Region.Framework.Scenes
4082 4255
4083 if (!m_strictAccessControl) return true; 4256 if (!m_strictAccessControl) return true;
4084 if (Permissions.IsGod(agent.AgentID)) return true; 4257 if (Permissions.IsGod(agent.AgentID)) return true;
4085 4258
4086 if (AuthorizationService != null) 4259 if (AuthorizationService != null)
4087 { 4260 {
4088 if (!AuthorizationService.IsAuthorizedForRegion( 4261 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -4103,7 +4276,8 @@ namespace OpenSim.Region.Framework.Scenes
4103 { 4276 {
4104 if (RegionInfo.EstateSettings != null) 4277 if (RegionInfo.EstateSettings != null)
4105 { 4278 {
4106 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID)) 4279 int flags = GetUserFlags(agent.AgentID);
4280 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID, flags))
4107 { 4281 {
4108 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 4282 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
4109 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 4283 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -4292,6 +4466,15 @@ namespace OpenSim.Region.Framework.Scenes
4292 m_log.DebugFormat( 4466 m_log.DebugFormat(
4293 "[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName); 4467 "[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName);
4294 4468
4469 // We have to wait until the viewer contacts this region after receiving EAC.
4470 // That calls AddNewClient, which finally creates the ScenePresence
4471 int flags = GetUserFlags(cAgentData.AgentID);
4472 if (RegionInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
4473 {
4474 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
4475 return false;
4476 }
4477
4295 // TODO: This check should probably be in QueryAccess(). 4478 // TODO: This check should probably be in QueryAccess().
4296 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 4479 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
4297 if (nearestParcel == null) 4480 if (nearestParcel == null)
@@ -4392,7 +4575,7 @@ namespace OpenSim.Region.Framework.Scenes
4392 /// <param name='agentID'></param> 4575 /// <param name='agentID'></param>
4393 protected virtual ScenePresence WaitGetScenePresence(UUID agentID) 4576 protected virtual ScenePresence WaitGetScenePresence(UUID agentID)
4394 { 4577 {
4395 int ntimes = 20; 4578 int ntimes = 30;
4396 ScenePresence sp = null; 4579 ScenePresence sp = null;
4397 while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0)) 4580 while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0))
4398 Thread.Sleep(1000); 4581 Thread.Sleep(1000);
@@ -4454,6 +4637,16 @@ namespace OpenSim.Region.Framework.Scenes
4454 return false; 4637 return false;
4455 } 4638 }
4456 4639
4640// public bool IncomingCloseAgent(UUID agentID)
4641// {
4642// return IncomingCloseAgent(agentID, false);
4643// }
4644
4645// public bool IncomingCloseChildAgent(UUID agentID)
4646// {
4647// return IncomingCloseAgent(agentID, true);
4648// }
4649
4457 /// <summary> 4650 /// <summary>
4458 /// Tell a single client to prepare to close. 4651 /// Tell a single client to prepare to close.
4459 /// </summary> 4652 /// </summary>
@@ -4552,7 +4745,7 @@ namespace OpenSim.Region.Framework.Scenes
4552 4745
4553 if (sp != null) 4746 if (sp != null)
4554 { 4747 {
4555 sp.ControllingClient.Close(force); 4748 sp.ControllingClient.Close(force, force);
4556 return true; 4749 return true;
4557 } 4750 }
4558 4751
@@ -5170,7 +5363,7 @@ namespace OpenSim.Region.Framework.Scenes
5170 { 5363 {
5171 if ((grp.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 5364 if ((grp.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
5172 { 5365 {
5173 if (grp.RootPart.Expires <= DateTime.Now) 5366 if (grp.GetSittingAvatarsCount() == 0 && grp.RootPart.Expires <= DateTime.Now)
5174 DeleteSceneObject(grp, false); 5367 DeleteSceneObject(grp, false);
5175 } 5368 }
5176 } 5369 }
@@ -5184,35 +5377,81 @@ namespace OpenSim.Region.Framework.Scenes
5184 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID); 5377 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID);
5185 } 5378 }
5186 5379
5187 public int GetHealth() 5380 public int GetHealth(out int flags, out string message)
5188 { 5381 {
5189 // Returns: 5382 // Returns:
5190 // 1 = sim is up and accepting http requests. The heartbeat has 5383 // 1 = sim is up and accepting http requests. The heartbeat has
5191 // stopped and the sim is probably locked up, but a remote 5384 // stopped and the sim is probably locked up, but a remote
5192 // admin restart may succeed 5385 // admin restart may succeed
5193 // 5386 //
5194 // 2 = Sim is up and the heartbeat is running. The sim is likely 5387 // 2 = Sim is up and the heartbeat is running. The sim is likely
5195 // usable for people within and logins _may_ work 5388 // usable for people within
5389 //
5390 // 3 = Sim is up and one packet thread is running. Sim is
5391 // unstable and will not accept new logins
5196 // 5392 //
5197 // 3 = We have seen a new user enter within the past 4 minutes 5393 // 4 = Sim is up and both packet threads are running. Sim is
5394 // likely usable
5395 //
5396 // 5 = We have seen a new user enter within the past 4 minutes
5198 // which can be seen as positive confirmation of sim health 5397 // which can be seen as positive confirmation of sim health
5199 // 5398 //
5399
5400 flags = 0;
5401 message = String.Empty;
5402
5403 CheckHeartbeat();
5404
5405 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
5406 {
5407 // We're still starting
5408 // 0 means "in startup", it can't happen another way, since
5409 // to get here, we must be able to accept http connections
5410 return 0;
5411 }
5412
5200 int health=1; // Start at 1, means we're up 5413 int health=1; // Start at 1, means we're up
5201 5414
5202 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) 5415 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000)
5203 health += 1; 5416 {
5417 health+=1;
5418 flags |= 1;
5419 }
5420
5421 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
5422 {
5423 health+=1;
5424 flags |= 2;
5425 }
5426
5427 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
5428 {
5429 health+=1;
5430 flags |= 4;
5431 }
5204 else 5432 else
5433 {
5434int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
5435System.Diagnostics.Process proc = new System.Diagnostics.Process();
5436proc.EnableRaisingEvents=false;
5437proc.StartInfo.FileName = "/bin/kill";
5438proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
5439proc.Start();
5440proc.WaitForExit();
5441Thread.Sleep(1000);
5442Environment.Exit(1);
5443 }
5444
5445 if (flags != 7)
5205 return health; 5446 return health;
5206 5447
5207 // A login in the last 4 mins? We can't be doing too badly 5448 // A login in the last 4 mins? We can't be doing too badly
5208 // 5449 //
5209 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 5450 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
5210 health++; 5451 health++;
5211 else 5452 else
5212 return health; 5453 return health;
5213 5454
5214// CheckHeartbeat();
5215
5216 return health; 5455 return health;
5217 } 5456 }
5218 5457
@@ -5300,7 +5539,7 @@ namespace OpenSim.Region.Framework.Scenes
5300 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); 5539 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
5301 if (wasUsingPhysics) 5540 if (wasUsingPhysics)
5302 { 5541 {
5303 jointProxyObject.UpdatePrimFlags(false, false, true, false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock 5542 jointProxyObject.UpdatePrimFlags(false, false, true, false,false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock
5304 } 5543 }
5305 } 5544 }
5306 5545
@@ -5399,14 +5638,14 @@ namespace OpenSim.Region.Framework.Scenes
5399 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; 5638 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
5400 } 5639 }
5401 5640
5402// private void CheckHeartbeat() 5641 private void CheckHeartbeat()
5403// { 5642 {
5404// if (m_firstHeartbeat) 5643 if (m_firstHeartbeat)
5405// return; 5644 return;
5406// 5645
5407// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) 5646 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) > 5000)
5408// StartTimer(); 5647 Start();
5409// } 5648 }
5410 5649
5411 public override ISceneObject DeserializeObject(string representation) 5650 public override ISceneObject DeserializeObject(string representation)
5412 { 5651 {
@@ -5464,7 +5703,7 @@ namespace OpenSim.Region.Framework.Scenes
5464 Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar); 5703 Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar);
5465 5704
5466 //Debug.WriteLine("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString()); 5705 //Debug.WriteLine("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString());
5467 5706
5468 return nearestRegionEdgePoint; 5707 return nearestRegionEdgePoint;
5469 } 5708 }
5470 5709
@@ -5718,7 +5957,55 @@ namespace OpenSim.Region.Framework.Scenes
5718 mapModule.GenerateMaptile(); 5957 mapModule.GenerateMaptile();
5719 } 5958 }
5720 5959
5721 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5960// public void CleanDroppedAttachments()
5961// {
5962// List<SceneObjectGroup> objectsToDelete =
5963// new List<SceneObjectGroup>();
5964//
5965// lock (m_cleaningAttachments)
5966// {
5967// ForEachSOG(delegate (SceneObjectGroup grp)
5968// {
5969// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5970// {
5971// UUID agentID = grp.OwnerID;
5972// if (agentID == UUID.Zero)
5973// {
5974// objectsToDelete.Add(grp);
5975// return;
5976// }
5977//
5978// ScenePresence sp = GetScenePresence(agentID);
5979// if (sp == null)
5980// {
5981// objectsToDelete.Add(grp);
5982// return;
5983// }
5984// }
5985// });
5986// }
5987//
5988// foreach (SceneObjectGroup grp in objectsToDelete)
5989// {
5990// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5991// DeleteSceneObject(grp, true);
5992// }
5993// }
5994
5995 public void ThreadAlive(int threadCode)
5996 {
5997 switch(threadCode)
5998 {
5999 case 1: // Incoming
6000 m_lastIncoming = Util.EnvironmentTickCount();
6001 break;
6002 case 2: // Incoming
6003 m_lastOutgoing = Util.EnvironmentTickCount();
6004 break;
6005 }
6006 }
6007
6008 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
5722 { 6009 {
5723 RegenerateMaptile(); 6010 RegenerateMaptile();
5724 6011
@@ -5869,7 +6156,19 @@ namespace OpenSim.Region.Framework.Scenes
5869 return true; 6156 return true;
5870 } 6157 }
5871 6158
5872 /// <summary> 6159 public void StartTimerWatchdog()
6160 {
6161 m_timerWatchdog.Interval = 1000;
6162 m_timerWatchdog.Elapsed += TimerWatchdog;
6163 m_timerWatchdog.AutoReset = true;
6164 m_timerWatchdog.Start();
6165 }
6166
6167 public void TimerWatchdog(object sender, ElapsedEventArgs e)
6168 {
6169 CheckHeartbeat();
6170 }
6171
5873 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 6172 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5874 /// autopilot that moves an avatar to a sit target!. 6173 /// autopilot that moves an avatar to a sit target!.
5875 /// </summary> 6174 /// </summary>
@@ -5948,6 +6247,11 @@ namespace OpenSim.Region.Framework.Scenes
5948 return m_SpawnPoint - 1; 6247 return m_SpawnPoint - 1;
5949 } 6248 }
5950 6249
6250 private void HandleGcCollect(string module, string[] args)
6251 {
6252 GC.Collect();
6253 }
6254
5951 /// <summary> 6255 /// <summary>
5952 /// Wrappers to get physics modules retrieve assets. 6256 /// Wrappers to get physics modules retrieve assets.
5953 /// </summary> 6257 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index 4f04706..9354a88 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -143,7 +143,6 @@ namespace OpenSim.Region.Framework.Scenes
143 143
144 protected ulong m_regionHandle; 144 protected ulong m_regionHandle;
145 protected string m_regionName; 145 protected string m_regionName;
146 protected RegionInfo m_regInfo;
147 146
148 public ITerrainChannel Heightmap; 147 public ITerrainChannel Heightmap;
149 148
@@ -168,6 +167,8 @@ namespace OpenSim.Region.Framework.Scenes
168 get { return m_permissions; } 167 get { return m_permissions; }
169 } 168 }
170 169
170 protected string m_datastore;
171
171 /* Used by the loadbalancer plugin on GForge */ 172 /* Used by the loadbalancer plugin on GForge */
172 protected RegionStatus m_regStatus; 173 protected RegionStatus m_regStatus;
173 public RegionStatus RegionStatus 174 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 77889fa..52f46f2 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -194,8 +194,11 @@ namespace OpenSim.Region.Framework.Scenes
194 } 194 }
195 } 195 }
196 196
197 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
198
197 /// <summary> 199 /// <summary>
198 /// Closes a child agent on a given region 200 /// This Closes child agents on neighboring regions
201 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
199 /// </summary> 202 /// </summary>
200 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle, string auth_token) 203 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle, string auth_token)
201 { 204 {
@@ -223,16 +226,14 @@ namespace OpenSim.Region.Framework.Scenes
223 { 226 {
224 foreach (ulong handle in regionslst) 227 foreach (ulong handle in regionslst)
225 { 228 {
226 // We must take a copy here since handle is acts like a reference when used in an iterator.
227 // This leads to race conditions if directly passed to SendCloseChildAgent with more than one neighbour region.
228 ulong handleCopy = handle; 229 ulong handleCopy = handle;
229 Util.FireAndForget((o) => { SendCloseChildAgent(agentID, handleCopy, auth_code); }); 230 Util.FireAndForget((o) => { SendCloseChildAgent(agentID, handleCopy, auth_code); });
230 } 231 }
231 } 232 }
232 233
233 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 234 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
234 { 235 {
235 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 236 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
236 } 237 }
237 } 238 }
238} \ No newline at end of file 239}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 1aecce5..b0f8991 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -41,6 +41,12 @@ namespace OpenSim.Region.Framework.Scenes
41{ 41{
42 public delegate void PhysicsCrash(); 42 public delegate void PhysicsCrash();
43 43
44 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
45
46 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
49
44 /// <summary> 50 /// <summary>
45 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components 51 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
46 /// should be migrated out over time. 52 /// should be migrated out over time.
@@ -54,11 +60,15 @@ namespace OpenSim.Region.Framework.Scenes
54 protected internal event PhysicsCrash UnRecoverableError; 60 protected internal event PhysicsCrash UnRecoverableError;
55 private PhysicsCrash handlerPhysicsCrash = null; 61 private PhysicsCrash handlerPhysicsCrash = null;
56 62
63 public event AttachToBackupDelegate OnAttachToBackup;
64 public event DetachFromBackupDelegate OnDetachFromBackup;
65 public event ChangedBackupDelegate OnChangeBackup;
66
57 #endregion 67 #endregion
58 68
59 #region Fields 69 #region Fields
60 70
61 protected object m_presenceLock = new object(); 71 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
62 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
63 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
64 74
@@ -127,13 +137,18 @@ namespace OpenSim.Region.Framework.Scenes
127 137
128 protected internal void Close() 138 protected internal void Close()
129 { 139 {
130 lock (m_presenceLock) 140 m_scenePresencesLock.EnterWriteLock();
141 try
131 { 142 {
132 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 143 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
133 List<ScenePresence> newlist = new List<ScenePresence>(); 144 List<ScenePresence> newlist = new List<ScenePresence>();
134 m_scenePresenceMap = newmap; 145 m_scenePresenceMap = newmap;
135 m_scenePresenceArray = newlist; 146 m_scenePresenceArray = newlist;
136 } 147 }
148 finally
149 {
150 m_scenePresencesLock.ExitWriteLock();
151 }
137 152
138 lock (SceneObjectGroupsByFullID) 153 lock (SceneObjectGroupsByFullID)
139 SceneObjectGroupsByFullID.Clear(); 154 SceneObjectGroupsByFullID.Clear();
@@ -254,6 +269,33 @@ namespace OpenSim.Region.Framework.Scenes
254 protected internal bool AddRestoredSceneObject( 269 protected internal bool AddRestoredSceneObject(
255 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 270 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
256 { 271 {
272 if (!m_parentScene.CombineRegions)
273 {
274 // KF: Check for out-of-region, move inside and make static.
275 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
276 sceneObject.RootPart.GroupPosition.Y,
277 sceneObject.RootPart.GroupPosition.Z);
278 if (!(((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0))) && (npos.X < 0.0 || npos.Y < 0.0 || npos.Z < 0.0 ||
279 npos.X > Constants.RegionSize ||
280 npos.Y > Constants.RegionSize))
281 {
282 if (npos.X < 0.0) npos.X = 1.0f;
283 if (npos.Y < 0.0) npos.Y = 1.0f;
284 if (npos.Z < 0.0) npos.Z = 0.0f;
285 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
286 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
287
288 foreach (SceneObjectPart part in sceneObject.Parts)
289 {
290 part.GroupPosition = npos;
291 }
292 sceneObject.RootPart.Velocity = Vector3.Zero;
293 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
294 sceneObject.RootPart.Acceleration = Vector3.Zero;
295 sceneObject.RootPart.Velocity = Vector3.Zero;
296 }
297 }
298
257 if (attachToBackup && (!alreadyPersisted)) 299 if (attachToBackup && (!alreadyPersisted))
258 { 300 {
259 sceneObject.ForceInventoryPersistence(); 301 sceneObject.ForceInventoryPersistence();
@@ -317,9 +359,8 @@ namespace OpenSim.Region.Framework.Scenes
317 if (pa != null && pa.IsPhysical && vel != Vector3.Zero) 359 if (pa != null && pa.IsPhysical && vel != Vector3.Zero)
318 { 360 {
319 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false); 361 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
320 sceneObject.Velocity = vel;
321 } 362 }
322 363
323 return true; 364 return true;
324 } 365 }
325 366
@@ -344,6 +385,11 @@ namespace OpenSim.Region.Framework.Scenes
344 /// </returns> 385 /// </returns>
345 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 386 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
346 { 387 {
388 if (sceneObject == null)
389 {
390 m_log.ErrorFormat("[SCENEGRAPH]: Tried to add null scene object");
391 return false;
392 }
347 if (sceneObject.UUID == UUID.Zero) 393 if (sceneObject.UUID == UUID.Zero)
348 { 394 {
349 m_log.ErrorFormat( 395 m_log.ErrorFormat(
@@ -475,6 +521,30 @@ namespace OpenSim.Region.Framework.Scenes
475 m_updateList[obj.UUID] = obj; 521 m_updateList[obj.UUID] = obj;
476 } 522 }
477 523
524 public void FireAttachToBackup(SceneObjectGroup obj)
525 {
526 if (OnAttachToBackup != null)
527 {
528 OnAttachToBackup(obj);
529 }
530 }
531
532 public void FireDetachFromBackup(SceneObjectGroup obj)
533 {
534 if (OnDetachFromBackup != null)
535 {
536 OnDetachFromBackup(obj);
537 }
538 }
539
540 public void FireChangeBackup(SceneObjectGroup obj)
541 {
542 if (OnChangeBackup != null)
543 {
544 OnChangeBackup(obj);
545 }
546 }
547
478 /// <summary> 548 /// <summary>
479 /// Process all pending updates 549 /// Process all pending updates
480 /// </summary> 550 /// </summary>
@@ -566,7 +636,8 @@ namespace OpenSim.Region.Framework.Scenes
566 636
567 Entities[presence.UUID] = presence; 637 Entities[presence.UUID] = presence;
568 638
569 lock (m_presenceLock) 639 m_scenePresencesLock.EnterWriteLock();
640 try
570 { 641 {
571 m_numChildAgents++; 642 m_numChildAgents++;
572 643
@@ -592,6 +663,10 @@ namespace OpenSim.Region.Framework.Scenes
592 m_scenePresenceMap = newmap; 663 m_scenePresenceMap = newmap;
593 m_scenePresenceArray = newlist; 664 m_scenePresenceArray = newlist;
594 } 665 }
666 finally
667 {
668 m_scenePresencesLock.ExitWriteLock();
669 }
595 670
596 return presence; 671 return presence;
597 } 672 }
@@ -608,7 +683,8 @@ namespace OpenSim.Region.Framework.Scenes
608 agentID); 683 agentID);
609 } 684 }
610 685
611 lock (m_presenceLock) 686 m_scenePresencesLock.EnterWriteLock();
687 try
612 { 688 {
613 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 689 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
614 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 690 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -630,6 +706,10 @@ namespace OpenSim.Region.Framework.Scenes
630 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 706 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
631 } 707 }
632 } 708 }
709 finally
710 {
711 m_scenePresencesLock.ExitWriteLock();
712 }
633 } 713 }
634 714
635 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 715 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1183,6 +1263,52 @@ namespace OpenSim.Region.Framework.Scenes
1183 1263
1184 #region Client Event handlers 1264 #region Client Event handlers
1185 1265
1266 protected internal void ClientChangeObject(uint localID, object odata, IClientAPI remoteClient)
1267 {
1268 SceneObjectPart part = GetSceneObjectPart(localID);
1269 ObjectChangeData data = (ObjectChangeData)odata;
1270
1271 if (part != null)
1272 {
1273 SceneObjectGroup grp = part.ParentGroup;
1274 if (grp != null)
1275 {
1276 if (m_parentScene.Permissions.CanEditObject(grp.UUID, remoteClient.AgentId))
1277 {
1278 // These two are exceptions SL makes in the interpretation
1279 // of the change flags. Must check them here because otherwise
1280 // the group flag (see below) would be lost
1281 if (data.change == ObjectChangeType.groupS)
1282 data.change = ObjectChangeType.primS;
1283 if (data.change == ObjectChangeType.groupPS)
1284 data.change = ObjectChangeType.primPS;
1285 part.StoreUndoState(data.change); // lets test only saving what we changed
1286 grp.doChangeObject(part, (ObjectChangeData)data);
1287 }
1288 else
1289 {
1290 // Is this any kind of group operation?
1291 if ((data.change & ObjectChangeType.Group) != 0)
1292 {
1293 // Is a move and/or rotation requested?
1294 if ((data.change & (ObjectChangeType.Position | ObjectChangeType.Rotation)) != 0)
1295 {
1296 // Are we allowed to move it?
1297 if (m_parentScene.Permissions.CanMoveObject(grp.UUID, remoteClient.AgentId))
1298 {
1299 // Strip all but move and rotation from request
1300 data.change &= (ObjectChangeType.Group | ObjectChangeType.Position | ObjectChangeType.Rotation);
1301
1302 part.StoreUndoState(data.change);
1303 grp.doChangeObject(part, (ObjectChangeData)data);
1304 }
1305 }
1306 }
1307 }
1308 }
1309 }
1310 }
1311
1186 /// <summary> 1312 /// <summary>
1187 /// Update the scale of an individual prim. 1313 /// Update the scale of an individual prim.
1188 /// </summary> 1314 /// </summary>
@@ -1197,7 +1323,17 @@ namespace OpenSim.Region.Framework.Scenes
1197 { 1323 {
1198 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)) 1324 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId))
1199 { 1325 {
1326 bool physbuild = false;
1327 if (part.ParentGroup.RootPart.PhysActor != null)
1328 {
1329 part.ParentGroup.RootPart.PhysActor.Building = true;
1330 physbuild = true;
1331 }
1332
1200 part.Resize(scale); 1333 part.Resize(scale);
1334
1335 if (physbuild)
1336 part.ParentGroup.RootPart.PhysActor.Building = false;
1201 } 1337 }
1202 } 1338 }
1203 } 1339 }
@@ -1209,7 +1345,17 @@ namespace OpenSim.Region.Framework.Scenes
1209 { 1345 {
1210 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1346 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1211 { 1347 {
1348 bool physbuild = false;
1349 if (group.RootPart.PhysActor != null)
1350 {
1351 group.RootPart.PhysActor.Building = true;
1352 physbuild = true;
1353 }
1354
1212 group.GroupResize(scale); 1355 group.GroupResize(scale);
1356
1357 if (physbuild)
1358 group.RootPart.PhysActor.Building = false;
1213 } 1359 }
1214 } 1360 }
1215 } 1361 }
@@ -1337,8 +1483,13 @@ namespace OpenSim.Region.Framework.Scenes
1337 { 1483 {
1338 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1484 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1339 { 1485 {
1340 if (m_parentScene.AttachmentsModule != null) 1486 // Set the new attachment point data in the object
1341 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1487 byte attachmentPoint = group.GetAttachmentPoint();
1488 group.UpdateGroupPosition(pos);
1489 group.IsAttachment = false;
1490 group.AbsolutePosition = group.RootPart.AttachedPos;
1491 group.AttachmentPoint = attachmentPoint;
1492 group.HasGroupChanged = true;
1342 } 1493 }
1343 else 1494 else
1344 { 1495 {
@@ -1559,6 +1710,7 @@ namespace OpenSim.Region.Framework.Scenes
1559 { 1710 {
1560 part.Material = Convert.ToByte(material); 1711 part.Material = Convert.ToByte(material);
1561 group.HasGroupChanged = true; 1712 group.HasGroupChanged = true;
1713 remoteClient.SendPartPhysicsProprieties(part);
1562 } 1714 }
1563 } 1715 }
1564 } 1716 }
@@ -1637,8 +1789,10 @@ namespace OpenSim.Region.Framework.Scenes
1637 return; 1789 return;
1638 1790
1639 Monitor.Enter(m_updateLock); 1791 Monitor.Enter(m_updateLock);
1792
1640 try 1793 try
1641 { 1794 {
1795
1642 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1796 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1643 1797
1644 // We do this in reverse to get the link order of the prims correct 1798 // We do this in reverse to get the link order of the prims correct
@@ -1653,9 +1807,13 @@ namespace OpenSim.Region.Framework.Scenes
1653 // Make sure no child prim is set for sale 1807 // Make sure no child prim is set for sale
1654 // So that, on delink, no prims are unwittingly 1808 // So that, on delink, no prims are unwittingly
1655 // left for sale and sold off 1809 // left for sale and sold off
1656 child.RootPart.ObjectSaleType = 0; 1810
1657 child.RootPart.SalePrice = 10; 1811 if (child != null)
1658 childGroups.Add(child); 1812 {
1813 child.RootPart.ObjectSaleType = 0;
1814 child.RootPart.SalePrice = 10;
1815 childGroups.Add(child);
1816 }
1659 } 1817 }
1660 1818
1661 foreach (SceneObjectGroup child in childGroups) 1819 foreach (SceneObjectGroup child in childGroups)
@@ -1684,6 +1842,16 @@ namespace OpenSim.Region.Framework.Scenes
1684 } 1842 }
1685 finally 1843 finally
1686 { 1844 {
1845 lock (SceneObjectGroupsByLocalPartID)
1846 {
1847 foreach (SceneObjectPart part in parentGroup.Parts)
1848 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1849 }
1850
1851 parentGroup.AdjustChildPrimPermissions();
1852 parentGroup.HasGroupChanged = true;
1853 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1854 parentGroup.ScheduleGroupForFullUpdate();
1687 Monitor.Exit(m_updateLock); 1855 Monitor.Exit(m_updateLock);
1688 } 1856 }
1689 } 1857 }
@@ -1725,21 +1893,23 @@ namespace OpenSim.Region.Framework.Scenes
1725 1893
1726 SceneObjectGroup group = part.ParentGroup; 1894 SceneObjectGroup group = part.ParentGroup;
1727 if (!affectedGroups.Contains(group)) 1895 if (!affectedGroups.Contains(group))
1896 {
1728 affectedGroups.Add(group); 1897 affectedGroups.Add(group);
1898 }
1729 } 1899 }
1730 } 1900 }
1731 } 1901 }
1732 1902
1733 foreach (SceneObjectPart child in childParts) 1903 if (childParts.Count > 0)
1734 { 1904 {
1735 // Unlink all child parts from their groups 1905 foreach (SceneObjectPart child in childParts)
1736 // 1906 {
1737 child.ParentGroup.DelinkFromGroup(child, true); 1907 // Unlink all child parts from their groups
1738 1908 //
1739 // These are not in affected groups and will not be 1909 child.ParentGroup.DelinkFromGroup(child, true);
1740 // handled further. Do the honors here. 1910 child.ParentGroup.HasGroupChanged = true;
1741 child.ParentGroup.HasGroupChanged = true; 1911 child.ParentGroup.ScheduleGroupForFullUpdate();
1742 child.ParentGroup.ScheduleGroupForFullUpdate(); 1912 }
1743 } 1913 }
1744 1914
1745 foreach (SceneObjectPart root in rootParts) 1915 foreach (SceneObjectPart root in rootParts)
@@ -1753,52 +1923,61 @@ namespace OpenSim.Region.Framework.Scenes
1753 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1923 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1754 int numChildren = newSet.Count; 1924 int numChildren = newSet.Count;
1755 1925
1926 if (numChildren == 1)
1927 break;
1928
1756 // If there are prims left in a link set, but the root is 1929 // If there are prims left in a link set, but the root is
1757 // slated for unlink, we need to do this 1930 // slated for unlink, we need to do this
1931 // Unlink the remaining set
1758 // 1932 //
1759 if (numChildren != 1) 1933 bool sendEventsToRemainder = true;
1760 { 1934 if (numChildren > 1)
1761 // Unlink the remaining set 1935 sendEventsToRemainder = false;
1762 //
1763 bool sendEventsToRemainder = true;
1764 if (numChildren > 1)
1765 sendEventsToRemainder = false;
1766 1936
1767 foreach (SceneObjectPart p in newSet) 1937 foreach (SceneObjectPart p in newSet)
1938 {
1939 if (p != group.RootPart)
1768 { 1940 {
1769 if (p != group.RootPart) 1941 group.DelinkFromGroup(p, sendEventsToRemainder);
1770 group.DelinkFromGroup(p, sendEventsToRemainder); 1942 if (numChildren > 2)
1943 {
1944 }
1945 else
1946 {
1947 p.ParentGroup.HasGroupChanged = true;
1948 p.ParentGroup.ScheduleGroupForFullUpdate();
1949 }
1771 } 1950 }
1951 }
1772 1952
1773 // If there is more than one prim remaining, we 1953 // If there is more than one prim remaining, we
1774 // need to re-link 1954 // need to re-link
1955 //
1956 if (numChildren > 2)
1957 {
1958 // Remove old root
1775 // 1959 //
1776 if (numChildren > 2) 1960 if (newSet.Contains(root))
1961 newSet.Remove(root);
1962
1963 // Preserve link ordering
1964 //
1965 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1777 { 1966 {
1778 // Remove old root 1967 return a.LinkNum.CompareTo(b.LinkNum);
1779 // 1968 });
1780 if (newSet.Contains(root))
1781 newSet.Remove(root);
1782
1783 // Preserve link ordering
1784 //
1785 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1786 {
1787 return a.LinkNum.CompareTo(b.LinkNum);
1788 });
1789 1969
1790 // Determine new root 1970 // Determine new root
1791 // 1971 //
1792 SceneObjectPart newRoot = newSet[0]; 1972 SceneObjectPart newRoot = newSet[0];
1793 newSet.RemoveAt(0); 1973 newSet.RemoveAt(0);
1794 1974
1795 foreach (SceneObjectPart newChild in newSet) 1975 foreach (SceneObjectPart newChild in newSet)
1796 newChild.ClearUpdateSchedule(); 1976 newChild.ClearUpdateSchedule();
1797 1977
1798 LinkObjects(newRoot, newSet); 1978 LinkObjects(newRoot, newSet);
1799 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1979 if (!affectedGroups.Contains(newRoot.ParentGroup))
1800 affectedGroups.Add(newRoot.ParentGroup); 1980 affectedGroups.Add(newRoot.ParentGroup);
1801 }
1802 } 1981 }
1803 } 1982 }
1804 1983
@@ -1806,6 +1985,12 @@ namespace OpenSim.Region.Framework.Scenes
1806 // 1985 //
1807 foreach (SceneObjectGroup g in affectedGroups) 1986 foreach (SceneObjectGroup g in affectedGroups)
1808 { 1987 {
1988 // Child prims that have been unlinked and deleted will
1989 // return unless the root is deleted. This will remove them
1990 // from the database. They will be rewritten immediately,
1991 // minus the rows for the unlinked child prims.
1992 g.AdjustChildPrimPermissions();
1993 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1809 g.TriggerScriptChangedEvent(Changed.LINK); 1994 g.TriggerScriptChangedEvent(Changed.LINK);
1810 g.HasGroupChanged = true; // Persist 1995 g.HasGroupChanged = true; // Persist
1811 g.ScheduleGroupForFullUpdate(); 1996 g.ScheduleGroupForFullUpdate();
@@ -1879,108 +2064,96 @@ namespace OpenSim.Region.Framework.Scenes
1879 /// <param name="GroupID"></param> 2064 /// <param name="GroupID"></param>
1880 /// <param name="rot"></param> 2065 /// <param name="rot"></param>
1881 /// <returns>null if duplication fails, otherwise the duplicated object</returns> 2066 /// <returns>null if duplication fails, otherwise the duplicated object</returns>
1882 public SceneObjectGroup DuplicateObject( 2067 /// <summary>
1883 uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) 2068 public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot)
1884 { 2069 {
1885 Monitor.Enter(m_updateLock); 2070// m_log.DebugFormat(
2071// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}",
2072// originalPrimID, offset, AgentID);
1886 2073
1887 try 2074 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
2075 if (original != null)
1888 { 2076 {
1889 // m_log.DebugFormat( 2077 if (m_parentScene.Permissions.CanDuplicateObject(
1890 // "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", 2078 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
1891 // originalPrimID, offset, AgentID);
1892
1893 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
1894 if (original == null)
1895 { 2079 {
1896 m_log.WarnFormat( 2080 SceneObjectGroup copy = original.Copy(true);
1897 "[SCENEGRAPH]: Attempt to duplicate nonexistant prim id {0} by {1}", originalPrimID, AgentID); 2081 copy.AbsolutePosition = copy.AbsolutePosition + offset;
1898 2082
1899 return null; 2083 if (original.OwnerID != AgentID)
1900 } 2084 {
2085 copy.SetOwnerId(AgentID);
2086 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1901 2087
1902 if (!m_parentScene.Permissions.CanDuplicateObject( 2088 SceneObjectPart[] partList = copy.Parts;
1903 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition)) 2089
1904 return null; 2090 if (m_parentScene.Permissions.PropagatePermissions())
2091 {
2092 foreach (SceneObjectPart child in partList)
2093 {
2094 child.Inventory.ChangeInventoryOwner(AgentID);
2095 child.TriggerScriptChangedEvent(Changed.OWNER);
2096 child.ApplyNextOwnerPermissions();
2097 }
2098 }
2099 }
1905 2100
1906 SceneObjectGroup copy = original.Copy(true); 2101 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
1907 copy.AbsolutePosition = copy.AbsolutePosition + offset; 2102 Entities.Add(copy);
1908 2103
1909 if (original.OwnerID != AgentID) 2104 lock (SceneObjectGroupsByFullID)
1910 { 2105 SceneObjectGroupsByFullID[copy.UUID] = copy;
1911 copy.SetOwnerId(AgentID);
1912 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1913 2106
1914 SceneObjectPart[] partList = copy.Parts; 2107 SceneObjectPart[] children = copy.Parts;
1915 2108
1916 if (m_parentScene.Permissions.PropagatePermissions()) 2109 lock (SceneObjectGroupsByFullPartID)
1917 { 2110 {
1918 foreach (SceneObjectPart child in partList) 2111 SceneObjectGroupsByFullPartID[copy.UUID] = copy;
1919 { 2112 foreach (SceneObjectPart part in children)
1920 child.Inventory.ChangeInventoryOwner(AgentID); 2113 SceneObjectGroupsByFullPartID[part.UUID] = copy;
1921 child.TriggerScriptChangedEvent(Changed.OWNER);
1922 child.ApplyNextOwnerPermissions();
1923 }
1924 } 2114 }
1925 2115
1926 copy.RootPart.ObjectSaleType = 0; 2116 lock (SceneObjectGroupsByLocalPartID)
1927 copy.RootPart.SalePrice = 10; 2117 {
1928 } 2118 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
2119 foreach (SceneObjectPart part in children)
2120 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
2121 }
2122 // PROBABLE END OF FIXME
1929 2123
1930 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2124 // Since we copy from a source group that is in selected
1931 Entities.Add(copy); 2125 // state, but the copy is shown deselected in the viewer,
1932 2126 // We need to clear the selection flag here, else that
1933 lock (SceneObjectGroupsByFullID) 2127 // prim never gets persisted at all. The client doesn't
1934 SceneObjectGroupsByFullID[copy.UUID] = copy; 2128 // think it's selected, so it will never send a deselect...
1935 2129 copy.IsSelected = false;
1936 SceneObjectPart[] children = copy.Parts; 2130
1937 2131 m_numPrim += copy.Parts.Length;
1938 lock (SceneObjectGroupsByFullPartID) 2132
1939 { 2133 if (rot != Quaternion.Identity)
1940 SceneObjectGroupsByFullPartID[copy.UUID] = copy; 2134 {
1941 foreach (SceneObjectPart part in children) 2135 copy.UpdateGroupRotationR(rot);
1942 SceneObjectGroupsByFullPartID[part.UUID] = copy; 2136 }
1943 }
1944
1945 lock (SceneObjectGroupsByLocalPartID)
1946 {
1947 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
1948 foreach (SceneObjectPart part in children)
1949 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
1950 }
1951 // PROBABLE END OF FIXME
1952
1953 // Since we copy from a source group that is in selected
1954 // state, but the copy is shown deselected in the viewer,
1955 // We need to clear the selection flag here, else that
1956 // prim never gets persisted at all. The client doesn't
1957 // think it's selected, so it will never send a deselect...
1958 copy.IsSelected = false;
1959
1960 m_numPrim += copy.Parts.Length;
1961
1962 if (rot != Quaternion.Identity)
1963 {
1964 copy.UpdateGroupRotationR(rot);
1965 }
1966 2137
1967 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1); 2138 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1);
1968 copy.HasGroupChanged = true; 2139 copy.HasGroupChanged = true;
1969 copy.ScheduleGroupForFullUpdate(); 2140 copy.ScheduleGroupForFullUpdate();
1970 copy.ResumeScripts(); 2141 copy.ResumeScripts();
1971 2142
1972 // required for physics to update it's position 2143 // required for physics to update it's position
1973 copy.AbsolutePosition = copy.AbsolutePosition; 2144 copy.AbsolutePosition = copy.AbsolutePosition;
1974 2145
1975 return copy; 2146 return copy;
2147 }
1976 } 2148 }
1977 finally 2149 else
1978 { 2150 {
1979 Monitor.Exit(m_updateLock); 2151 m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID);
1980 } 2152 }
2153
2154 return null;
1981 } 2155 }
1982 2156
1983 /// <summary>
1984 /// Calculates the distance between two Vector3s 2157 /// Calculates the distance between two Vector3s
1985 /// </summary> 2158 /// </summary>
1986 /// <param name="v1"></param> 2159 /// <param name="v1"></param>
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index 28f7896..c5c083a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -99,11 +99,11 @@ namespace OpenSim.Region.Framework.Scenes
99 } 99 }
100 } 100 }
101 101
102 private readonly List<Scene> m_localScenes = new List<Scene>(); 102 private readonly DoubleDictionary<UUID, string, Scene> m_localScenes = new DoubleDictionary<UUID, string, Scene>();
103 103
104 public List<Scene> Scenes 104 public List<Scene> Scenes
105 { 105 {
106 get { return new List<Scene>(m_localScenes); } 106 get { return new List<Scene>(m_localScenes.FindAll(delegate(Scene s) { return true; })); }
107 } 107 }
108 108
109 /// <summary> 109 /// <summary>
@@ -120,13 +120,10 @@ namespace OpenSim.Region.Framework.Scenes
120 { 120 {
121 if (CurrentScene == null) 121 if (CurrentScene == null)
122 { 122 {
123 lock (m_localScenes) 123 List<Scene> sceneList = Scenes;
124 { 124 if (sceneList.Count == 0)
125 if (m_localScenes.Count > 0) 125 return null;
126 return m_localScenes[0]; 126 return sceneList[0];
127 else
128 return null;
129 }
130 } 127 }
131 else 128 else
132 { 129 {
@@ -138,41 +135,35 @@ namespace OpenSim.Region.Framework.Scenes
138 public SceneManager() 135 public SceneManager()
139 { 136 {
140 m_instance = this; 137 m_instance = this;
141 m_localScenes = new List<Scene>(); 138 m_localScenes = new DoubleDictionary<UUID, string, Scene>();
142 } 139 }
143 140
144 public void Close() 141 public void Close()
145 { 142 {
143 List<Scene> localScenes = null;
144
146 lock (m_localScenes) 145 lock (m_localScenes)
147 { 146 {
148 for (int i = 0; i < m_localScenes.Count; i++) 147 localScenes = Scenes;
149 { 148 }
150 m_localScenes[i].Close(); 149
151 } 150 for (int i = 0; i < localScenes.Count; i++)
151 {
152 localScenes[i].Close();
152 } 153 }
153 } 154 }
154 155
155 public void Close(Scene cscene) 156 public void Close(Scene cscene)
156 { 157 {
157 lock (m_localScenes) 158 if (!m_localScenes.ContainsKey(cscene.RegionInfo.RegionID))
158 { 159 return;
159 if (m_localScenes.Contains(cscene)) 160 cscene.Close();
160 {
161 for (int i = 0; i < m_localScenes.Count; i++)
162 {
163 if (m_localScenes[i].Equals(cscene))
164 {
165 m_localScenes[i].Close();
166 }
167 }
168 }
169 }
170 } 161 }
171 162
172 public void Add(Scene scene) 163 public void Add(Scene scene)
173 { 164 {
174 lock (m_localScenes) 165 lock (m_localScenes)
175 m_localScenes.Add(scene); 166 m_localScenes.Add(scene.RegionInfo.RegionID, scene.RegionInfo.RegionName, scene);
176 167
177 scene.OnRestart += HandleRestart; 168 scene.OnRestart += HandleRestart;
178 scene.EventManager.OnRegionReadyStatusChange += HandleRegionReadyStatusChange; 169 scene.EventManager.OnRegionReadyStatusChange += HandleRegionReadyStatusChange;
@@ -184,15 +175,8 @@ namespace OpenSim.Region.Framework.Scenes
184 175
185 lock (m_localScenes) 176 lock (m_localScenes)
186 { 177 {
187 for (int i = 0; i < m_localScenes.Count; i++) 178 m_localScenes.TryGetValue(rdata.RegionID, out restartedScene);
188 { 179 m_localScenes.Remove(rdata.RegionID);
189 if (rdata.RegionName == m_localScenes[i].RegionInfo.RegionName)
190 {
191 restartedScene = m_localScenes[i];
192 m_localScenes.RemoveAt(i);
193 break;
194 }
195 }
196 } 180 }
197 181
198 // If the currently selected scene has been restarted, then we can't reselect here since we the scene 182 // If the currently selected scene has been restarted, then we can't reselect here since we the scene
@@ -207,39 +191,36 @@ namespace OpenSim.Region.Framework.Scenes
207 private void HandleRegionReadyStatusChange(IScene scene) 191 private void HandleRegionReadyStatusChange(IScene scene)
208 { 192 {
209 lock (m_localScenes) 193 lock (m_localScenes)
210 AllRegionsReady = m_localScenes.TrueForAll(s => s.Ready); 194 AllRegionsReady = m_localScenes.FindAll(s => !s.Ready).Count == 0;
211 } 195 }
212 196
213 public void SendSimOnlineNotification(ulong regionHandle) 197 public void SendSimOnlineNotification(ulong regionHandle)
214 { 198 {
215 RegionInfo Result = null; 199 RegionInfo Result = null;
216 200
217 lock (m_localScenes) 201 Scene s = m_localScenes.FindValue(delegate(Scene x)
218 {
219 for (int i = 0; i < m_localScenes.Count; i++)
220 {
221 if (m_localScenes[i].RegionInfo.RegionHandle == regionHandle)
222 { 202 {
223 // Inform other regions to tell their avatar about me 203 if (x.RegionInfo.RegionHandle == regionHandle)
224 Result = m_localScenes[i].RegionInfo; 204 return true;
225 } 205 return false;
226 } 206 });
207
208 if (s != null)
209 {
210 List<Scene> sceneList = Scenes;
227 211
228 if (Result != null) 212 for (int i = 0; i < sceneList.Count; i++)
229 { 213 {
230 for (int i = 0; i < m_localScenes.Count; i++) 214 if (sceneList[i]!= s)
231 { 215 {
232 if (m_localScenes[i].RegionInfo.RegionHandle != regionHandle) 216 // Inform other regions to tell their avatar about me
233 { 217 //sceneList[i].OtherRegionUp(Result);
234 // Inform other regions to tell their avatar about me
235 //m_localScenes[i].OtherRegionUp(Result);
236 }
237 } 218 }
238 } 219 }
239 else 220 }
240 { 221 else
241 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up"); 222 {
242 } 223 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up");
243 } 224 }
244 } 225 }
245 226
@@ -368,16 +349,12 @@ namespace OpenSim.Region.Framework.Scenes
368 } 349 }
369 else 350 else
370 { 351 {
371 lock (m_localScenes) 352 Scene s;
353
354 if (m_localScenes.TryGetValue(regionName, out s))
372 { 355 {
373 foreach (Scene scene in m_localScenes) 356 CurrentScene = s;
374 { 357 return true;
375 if (String.Compare(scene.RegionInfo.RegionName, regionName, true) == 0)
376 {
377 CurrentScene = scene;
378 return true;
379 }
380 }
381 } 358 }
382 359
383 return false; 360 return false;
@@ -386,18 +363,14 @@ namespace OpenSim.Region.Framework.Scenes
386 363
387 public bool TrySetCurrentScene(UUID regionID) 364 public bool TrySetCurrentScene(UUID regionID)
388 { 365 {
389 m_log.Debug("Searching for Region: '" + regionID + "'"); 366// m_log.Debug("Searching for Region: '" + regionID + "'");
390 367
391 lock (m_localScenes) 368 Scene s;
369
370 if (m_localScenes.TryGetValue(regionID, out s))
392 { 371 {
393 foreach (Scene scene in m_localScenes) 372 CurrentScene = s;
394 { 373 return true;
395 if (scene.RegionInfo.RegionID == regionID)
396 {
397 CurrentScene = scene;
398 return true;
399 }
400 }
401 } 374 }
402 375
403 return false; 376 return false;
@@ -405,52 +378,24 @@ namespace OpenSim.Region.Framework.Scenes
405 378
406 public bool TryGetScene(string regionName, out Scene scene) 379 public bool TryGetScene(string regionName, out Scene scene)
407 { 380 {
408 lock (m_localScenes) 381 return m_localScenes.TryGetValue(regionName, out scene);
409 {
410 foreach (Scene mscene in m_localScenes)
411 {
412 if (String.Compare(mscene.RegionInfo.RegionName, regionName, true) == 0)
413 {
414 scene = mscene;
415 return true;
416 }
417 }
418 }
419
420 scene = null;
421 return false;
422 } 382 }
423 383
424 public bool TryGetScene(UUID regionID, out Scene scene) 384 public bool TryGetScene(UUID regionID, out Scene scene)
425 { 385 {
426 lock (m_localScenes) 386 return m_localScenes.TryGetValue(regionID, out scene);
427 {
428 foreach (Scene mscene in m_localScenes)
429 {
430 if (mscene.RegionInfo.RegionID == regionID)
431 {
432 scene = mscene;
433 return true;
434 }
435 }
436 }
437
438 scene = null;
439 return false;
440 } 387 }
441 388
442 public bool TryGetScene(uint locX, uint locY, out Scene scene) 389 public bool TryGetScene(uint locX, uint locY, out Scene scene)
443 { 390 {
444 lock (m_localScenes) 391 List<Scene> sceneList = Scenes;
392 foreach (Scene mscene in sceneList)
445 { 393 {
446 foreach (Scene mscene in m_localScenes) 394 if (mscene.RegionInfo.RegionLocX == locX &&
395 mscene.RegionInfo.RegionLocY == locY)
447 { 396 {
448 if (mscene.RegionInfo.RegionLocX == locX && 397 scene = mscene;
449 mscene.RegionInfo.RegionLocY == locY) 398 return true;
450 {
451 scene = mscene;
452 return true;
453 }
454 } 399 }
455 } 400 }
456 401
@@ -460,16 +405,14 @@ namespace OpenSim.Region.Framework.Scenes
460 405
461 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene) 406 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene)
462 { 407 {
463 lock (m_localScenes) 408 List<Scene> sceneList = Scenes;
409 foreach (Scene mscene in sceneList)
464 { 410 {
465 foreach (Scene mscene in m_localScenes) 411 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) &&
412 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port))
466 { 413 {
467 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) && 414 scene = mscene;
468 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port)) 415 return true;
469 {
470 scene = mscene;
471 return true;
472 }
473 } 416 }
474 } 417 }
475 418
@@ -511,15 +454,10 @@ namespace OpenSim.Region.Framework.Scenes
511 454
512 public RegionInfo GetRegionInfo(UUID regionID) 455 public RegionInfo GetRegionInfo(UUID regionID)
513 { 456 {
514 lock (m_localScenes) 457 Scene s;
458 if (m_localScenes.TryGetValue(regionID, out s))
515 { 459 {
516 foreach (Scene scene in m_localScenes) 460 return s.RegionInfo;
517 {
518 if (scene.RegionInfo.RegionID == regionID)
519 {
520 return scene.RegionInfo;
521 }
522 }
523 } 461 }
524 462
525 return null; 463 return null;
@@ -537,14 +475,12 @@ namespace OpenSim.Region.Framework.Scenes
537 475
538 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar) 476 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar)
539 { 477 {
540 lock (m_localScenes) 478 List<Scene> sceneList = Scenes;
479 foreach (Scene scene in sceneList)
541 { 480 {
542 foreach (Scene scene in m_localScenes) 481 if (scene.TryGetScenePresence(avatarId, out avatar))
543 { 482 {
544 if (scene.TryGetScenePresence(avatarId, out avatar)) 483 return true;
545 {
546 return true;
547 }
548 } 484 }
549 } 485 }
550 486
@@ -554,15 +490,13 @@ namespace OpenSim.Region.Framework.Scenes
554 490
555 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar) 491 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar)
556 { 492 {
557 lock (m_localScenes) 493 List<Scene> sceneList = Scenes;
494 foreach (Scene scene in sceneList)
558 { 495 {
559 foreach (Scene scene in m_localScenes) 496 avatar = scene.GetScenePresence(avatarId);
560 {
561 avatar = scene.GetScenePresence(avatarId);
562 497
563 if (avatar != null && !avatar.IsChildAgent) 498 if (avatar != null && !avatar.IsChildAgent)
564 return true; 499 return true;
565 }
566 } 500 }
567 501
568 avatar = null; 502 avatar = null;
@@ -572,21 +506,19 @@ namespace OpenSim.Region.Framework.Scenes
572 public void CloseScene(Scene scene) 506 public void CloseScene(Scene scene)
573 { 507 {
574 lock (m_localScenes) 508 lock (m_localScenes)
575 m_localScenes.Remove(scene); 509 m_localScenes.Remove(scene.RegionInfo.RegionID);
576 510
577 scene.Close(); 511 scene.Close();
578 } 512 }
579 513
580 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) 514 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
581 { 515 {
582 lock (m_localScenes) 516 List<Scene> sceneList = Scenes;
517 foreach (Scene scene in sceneList)
583 { 518 {
584 foreach (Scene scene in m_localScenes) 519 if (scene.TryGetAvatarByName(avatarName, out avatar))
585 { 520 {
586 if (scene.TryGetAvatarByName(avatarName, out avatar)) 521 return true;
587 {
588 return true;
589 }
590 } 522 }
591 } 523 }
592 524
@@ -596,14 +528,12 @@ namespace OpenSim.Region.Framework.Scenes
596 528
597 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp) 529 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp)
598 { 530 {
599 lock (m_localScenes) 531 List<Scene> sceneList = Scenes;
532 foreach (Scene scene in sceneList)
600 { 533 {
601 foreach (Scene scene in m_localScenes) 534 sp = scene.GetScenePresence(firstName, lastName);
602 { 535 if (sp != null && !sp.IsChildAgent)
603 sp = scene.GetScenePresence(firstName, lastName); 536 return true;
604 if (sp != null && !sp.IsChildAgent)
605 return true;
606 }
607 } 537 }
608 538
609 sp = null; 539 sp = null;
@@ -612,8 +542,8 @@ namespace OpenSim.Region.Framework.Scenes
612 542
613 public void ForEachScene(Action<Scene> action) 543 public void ForEachScene(Action<Scene> action)
614 { 544 {
615 lock (m_localScenes) 545 List<Scene> sceneList = Scenes;
616 m_localScenes.ForEach(action); 546 sceneList.ForEach(action);
617 } 547 }
618 } 548 }
619} 549}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 527ca35..8c50a81 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -88,10 +88,6 @@ namespace OpenSim.Region.Framework.Scenes
88 /// <summary> 88 /// <summary>
89 /// Stop and remove the scripts contained in all the prims in this group 89 /// Stop and remove the scripts contained in all the prims in this group
90 /// </summary> 90 /// </summary>
91 /// <param name="sceneObjectBeingDeleted">
92 /// Should be true if these scripts are being removed because the scene
93 /// object is being deleted. This will prevent spurious updates to the client.
94 /// </param>
95 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 91 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
96 { 92 {
97 SceneObjectPart[] parts = m_parts.GetArray(); 93 SceneObjectPart[] parts = m_parts.GetArray();
@@ -254,6 +250,11 @@ namespace OpenSim.Region.Framework.Scenes
254 250
255 public uint GetEffectivePermissions() 251 public uint GetEffectivePermissions()
256 { 252 {
253 return GetEffectivePermissions(false);
254 }
255
256 public uint GetEffectivePermissions(bool useBase)
257 {
257 uint perms=(uint)(PermissionMask.Modify | 258 uint perms=(uint)(PermissionMask.Modify |
258 PermissionMask.Copy | 259 PermissionMask.Copy |
259 PermissionMask.Move | 260 PermissionMask.Move |
@@ -265,7 +266,10 @@ namespace OpenSim.Region.Framework.Scenes
265 for (int i = 0; i < parts.Length; i++) 266 for (int i = 0; i < parts.Length; i++)
266 { 267 {
267 SceneObjectPart part = parts[i]; 268 SceneObjectPart part = parts[i];
268 ownerMask &= part.OwnerMask; 269 if (useBase)
270 ownerMask &= part.BaseMask;
271 else
272 ownerMask &= part.OwnerMask;
269 perms &= part.Inventory.MaskEffectivePermissions(); 273 perms &= part.Inventory.MaskEffectivePermissions();
270 } 274 }
271 275
@@ -407,6 +411,9 @@ namespace OpenSim.Region.Framework.Scenes
407 411
408 public void ResumeScripts() 412 public void ResumeScripts()
409 { 413 {
414 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
415 return;
416
410 SceneObjectPart[] parts = m_parts.GetArray(); 417 SceneObjectPart[] parts = m_parts.GetArray();
411 for (int i = 0; i < parts.Length; i++) 418 for (int i = 0; i < parts.Length; i++)
412 parts[i].Inventory.ResumeScripts(); 419 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 4b4e4ba..997a1be 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,12 +24,13 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 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. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.ComponentModel; 29using System.ComponentModel;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Drawing; 31using System.Drawing;
32using System.IO; 32using System.IO;
33using System.Diagnostics;
33using System.Linq; 34using System.Linq;
34using System.Threading; 35using System.Threading;
35using System.Xml; 36using System.Xml;
@@ -44,6 +45,7 @@ using PermissionMask = OpenSim.Framework.PermissionMask;
44 45
45namespace OpenSim.Region.Framework.Scenes 46namespace OpenSim.Region.Framework.Scenes
46{ 47{
48
47 [Flags] 49 [Flags]
48 public enum scriptEvents 50 public enum scriptEvents
49 { 51 {
@@ -78,14 +80,14 @@ namespace OpenSim.Region.Framework.Scenes
78 object_rez = 4194304 80 object_rez = 4194304
79 } 81 }
80 82
81 struct scriptPosTarget 83 public struct scriptPosTarget
82 { 84 {
83 public Vector3 targetPos; 85 public Vector3 targetPos;
84 public float tolerance; 86 public float tolerance;
85 public uint handle; 87 public uint handle;
86 } 88 }
87 89
88 struct scriptRotTarget 90 public struct scriptRotTarget
89 { 91 {
90 public Quaternion targetRot; 92 public Quaternion targetRot;
91 public float tolerance; 93 public float tolerance;
@@ -116,8 +118,12 @@ namespace OpenSim.Region.Framework.Scenes
116 /// since the group's last persistent backup 118 /// since the group's last persistent backup
117 /// </summary> 119 /// </summary>
118 private bool m_hasGroupChanged = false; 120 private bool m_hasGroupChanged = false;
119 private long timeFirstChanged; 121 private long timeFirstChanged = 0;
120 private long timeLastChanged; 122 private long timeLastChanged = 0;
123 private long m_maxPersistTime = 0;
124 private long m_minPersistTime = 0;
125// private Random m_rand;
126 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
121 127
122 /// <summary> 128 /// <summary>
123 /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage 129 /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage
@@ -134,9 +140,44 @@ namespace OpenSim.Region.Framework.Scenes
134 { 140 {
135 if (value) 141 if (value)
136 { 142 {
143
144 if (m_isBackedUp)
145 {
146 m_scene.SceneGraph.FireChangeBackup(this);
147 }
137 timeLastChanged = DateTime.Now.Ticks; 148 timeLastChanged = DateTime.Now.Ticks;
138 if (!m_hasGroupChanged) 149 if (!m_hasGroupChanged)
139 timeFirstChanged = DateTime.Now.Ticks; 150 timeFirstChanged = DateTime.Now.Ticks;
151 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
152 {
153/*
154 if (m_rand == null)
155 {
156 byte[] val = new byte[16];
157 m_rootPart.UUID.ToBytes(val, 0);
158 m_rand = new Random(BitConverter.ToInt32(val, 0));
159 }
160 */
161 if (m_scene.GetRootAgentCount() == 0)
162 {
163 //If the region is empty, this change has been made by an automated process
164 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
165
166// float factor = 1.5f + (float)(m_rand.NextDouble());
167 float factor = 2.0f;
168 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
169 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
170 }
171 else
172 {
173 //If the region is not empty, we want to obey the minimum and maximum persist times
174 //but add a random factor so we stagger the object persistance a little
175// m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
176// m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
177 m_maxPersistTime = m_scene.m_persistAfter;
178 m_minPersistTime = m_scene.m_dontPersistBefore;
179 }
180 }
140 } 181 }
141 m_hasGroupChanged = value; 182 m_hasGroupChanged = value;
142 183
@@ -151,7 +192,7 @@ namespace OpenSim.Region.Framework.Scenes
151 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 192 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
152 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 193 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
153 /// </summary> 194 /// </summary>
154 public bool HasGroupChangedDueToDelink { get; private set; } 195 public bool HasGroupChangedDueToDelink { get; set; }
155 196
156 private bool isTimeToPersist() 197 private bool isTimeToPersist()
157 { 198 {
@@ -161,8 +202,19 @@ namespace OpenSim.Region.Framework.Scenes
161 return false; 202 return false;
162 if (m_scene.ShuttingDown) 203 if (m_scene.ShuttingDown)
163 return true; 204 return true;
205
206 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
207 {
208 m_maxPersistTime = m_scene.m_persistAfter;
209 m_minPersistTime = m_scene.m_dontPersistBefore;
210 }
211
164 long currentTime = DateTime.Now.Ticks; 212 long currentTime = DateTime.Now.Ticks;
165 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 213
214 if (timeLastChanged == 0) timeLastChanged = currentTime;
215 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
216
217 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
166 return true; 218 return true;
167 return false; 219 return false;
168 } 220 }
@@ -220,6 +272,11 @@ namespace OpenSim.Region.Framework.Scenes
220 { 272 {
221 AttachmentPoint = 0; 273 AttachmentPoint = 0;
222 274
275 // Don't zap trees
276 if (RootPart.Shape.PCode == (byte)PCode.Tree ||
277 RootPart.Shape.PCode == (byte)PCode.NewTree)
278 return;
279
223 // Even though we don't use child part state parameters for attachments any more, we still need to set 280 // Even though we don't use child part state parameters for attachments any more, we still need to set
224 // these to zero since having them non-zero in rezzed scene objects will crash some clients. Even if 281 // these to zero since having them non-zero in rezzed scene objects will crash some clients. Even if
225 // we store them correctly, scene objects that we receive from elsewhere might not. 282 // we store them correctly, scene objects that we receive from elsewhere might not.
@@ -265,26 +322,38 @@ namespace OpenSim.Region.Framework.Scenes
265 get { return RootPart.VolumeDetectActive; } 322 get { return RootPart.VolumeDetectActive; }
266 } 323 }
267 324
268 private Vector3 lastPhysGroupPos;
269 private Quaternion lastPhysGroupRot;
270
271 private bool m_isBackedUp; 325 private bool m_isBackedUp;
272 326
327 public bool IsBackedUp
328 {
329 get { return m_isBackedUp; }
330 }
331
273 protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>(); 332 protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>();
274 333
275 protected ulong m_regionHandle; 334 protected ulong m_regionHandle;
276 protected SceneObjectPart m_rootPart; 335 protected SceneObjectPart m_rootPart;
277 // private Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>(); 336 // private Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>();
278 337
279 private Dictionary<uint, scriptPosTarget> m_targets = new Dictionary<uint, scriptPosTarget>(); 338 private SortedDictionary<uint, scriptPosTarget> m_targets = new SortedDictionary<uint, scriptPosTarget>();
280 private Dictionary<uint, scriptRotTarget> m_rotTargets = new Dictionary<uint, scriptRotTarget>(); 339 private SortedDictionary<uint, scriptRotTarget> m_rotTargets = new SortedDictionary<uint, scriptRotTarget>();
340
341 public SortedDictionary<uint, scriptPosTarget> AtTargets
342 {
343 get { return m_targets; }
344 }
345
346 public SortedDictionary<uint, scriptRotTarget> RotTargets
347 {
348 get { return m_rotTargets; }
349 }
281 350
282 private bool m_scriptListens_atTarget; 351 private bool m_scriptListens_atTarget;
283 private bool m_scriptListens_notAtTarget; 352 private bool m_scriptListens_notAtTarget;
284
285 private bool m_scriptListens_atRotTarget; 353 private bool m_scriptListens_atRotTarget;
286 private bool m_scriptListens_notAtRotTarget; 354 private bool m_scriptListens_notAtRotTarget;
287 355
356 public bool m_dupeInProgress = false;
288 internal Dictionary<UUID, string> m_savedScriptState; 357 internal Dictionary<UUID, string> m_savedScriptState;
289 358
290 #region Properties 359 #region Properties
@@ -321,6 +390,16 @@ namespace OpenSim.Region.Framework.Scenes
321 get { return m_parts.Count; } 390 get { return m_parts.Count; }
322 } 391 }
323 392
393// protected Quaternion m_rotation = Quaternion.Identity;
394//
395// public virtual Quaternion Rotation
396// {
397// get { return m_rotation; }
398// set {
399// m_rotation = value;
400// }
401// }
402
324 public Quaternion GroupRotation 403 public Quaternion GroupRotation
325 { 404 {
326 get { return m_rootPart.RotationOffset; } 405 get { return m_rootPart.RotationOffset; }
@@ -427,7 +506,15 @@ namespace OpenSim.Region.Framework.Scenes
427 { 506 {
428 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); 507 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0));
429 } 508 }
430 509
510
511
512 private struct avtocrossInfo
513 {
514 public ScenePresence av;
515 public uint ParentID;
516 }
517
431 /// <summary> 518 /// <summary>
432 /// The absolute position of this scene object in the scene 519 /// The absolute position of this scene object in the scene
433 /// </summary> 520 /// </summary>
@@ -455,13 +542,130 @@ namespace OpenSim.Region.Framework.Scenes
455 || Scene.TestBorderCross(val, Cardinals.S)) 542 || Scene.TestBorderCross(val, Cardinals.S))
456 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 543 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
457 { 544 {
545 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
546 uint x = 0;
547 uint y = 0;
548 string version = String.Empty;
549 Vector3 newpos = Vector3.Zero;
550 OpenSim.Services.Interfaces.GridRegion destination = null;
551
458 if (m_rootPart.KeyframeMotion != null) 552 if (m_rootPart.KeyframeMotion != null)
459 m_rootPart.KeyframeMotion.StartCrossingCheck(); 553 m_rootPart.KeyframeMotion.StartCrossingCheck();
460 554
461 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 555 bool canCross = true;
556 foreach (ScenePresence av in m_linkedAvatars)
557 {
558 // We need to cross these agents. First, let's find
559 // out if any of them can't cross for some reason.
560 // We have to deny the crossing entirely if any
561 // of them are banned. Alternatively, we could
562 // unsit banned agents....
563
564
565 // We set the avatar position as being the object
566 // position to get the region to send to
567 if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
568 {
569 canCross = false;
570 break;
571 }
572
573 m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
574 }
575
576 if (canCross)
577 {
578 // We unparent the SP quietly so that it won't
579 // be made to stand up
580
581 List<avtocrossInfo> avsToCross = new List<avtocrossInfo>();
582
583 foreach (ScenePresence av in m_linkedAvatars)
584 {
585 avtocrossInfo avinfo = new avtocrossInfo();
586 SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
587 if (parentPart != null)
588 av.ParentUUID = parentPart.UUID;
589
590 avinfo.av = av;
591 avinfo.ParentID = av.ParentID;
592 avsToCross.Add(avinfo);
593
594 av.PrevSitOffset = av.OffsetPosition;
595 av.ParentID = 0;
596 }
597
598 // m_linkedAvatars.Clear();
599 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
600
601 // Normalize
602 if (val.X >= Constants.RegionSize)
603 val.X -= Constants.RegionSize;
604 if (val.Y >= Constants.RegionSize)
605 val.Y -= Constants.RegionSize;
606 if (val.X < 0)
607 val.X += Constants.RegionSize;
608 if (val.Y < 0)
609 val.Y += Constants.RegionSize;
610
611 // If it's deleted, crossing was successful
612 if (IsDeleted)
613 {
614 // foreach (ScenePresence av in m_linkedAvatars)
615 foreach (avtocrossInfo avinfo in avsToCross)
616 {
617 ScenePresence av = avinfo.av;
618 if (!av.IsInTransit) // just in case...
619 {
620 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
621
622 av.IsInTransit = true;
623
624 CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
625 d.BeginInvoke(av, val, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
626 }
627 else
628 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val);
629 }
630 avsToCross.Clear();
631 return;
632 }
633 else // cross failed, put avas back ??
634 {
635 foreach (avtocrossInfo avinfo in avsToCross)
636 {
637 ScenePresence av = avinfo.av;
638 av.ParentUUID = UUID.Zero;
639 av.ParentID = avinfo.ParentID;
640// m_linkedAvatars.Add(av);
641 }
642 }
643 avsToCross.Clear();
644
645 }
646 else
647 {
648 if (m_rootPart.KeyframeMotion != null)
649 m_rootPart.KeyframeMotion.CrossingFailure();
650
651 if (RootPart.PhysActor != null)
652 {
653 RootPart.PhysActor.CrossingFailure();
654 }
655 }
656 Vector3 oldp = AbsolutePosition;
657 val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
658 val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
659 val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
462 } 660 }
463 } 661 }
464 662
663/* don't see the need but worse don't see where is restored to false if things stay in
664 foreach (SceneObjectPart part in m_parts.GetArray())
665 {
666 part.IgnoreUndoUpdate = true;
667 }
668 */
465 if (RootPart.GetStatusSandbox()) 669 if (RootPart.GetStatusSandbox())
466 { 670 {
467 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 671 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -479,9 +683,38 @@ namespace OpenSim.Region.Framework.Scenes
479 // Restuff the new GroupPosition into each SOP of the linkset. 683 // Restuff the new GroupPosition into each SOP of the linkset.
480 // This has the affect of resetting and tainting the physics actors. 684 // This has the affect of resetting and tainting the physics actors.
481 SceneObjectPart[] parts = m_parts.GetArray(); 685 SceneObjectPart[] parts = m_parts.GetArray();
482 for (int i = 0; i < parts.Length; i++) 686 bool triggerScriptEvent = m_rootPart.GroupPosition != val;
483 parts[i].GroupPosition = val; 687 if (m_dupeInProgress)
688 triggerScriptEvent = false;
689 foreach (SceneObjectPart part in parts)
690 {
691 part.GroupPosition = val;
692 if (triggerScriptEvent)
693 part.TriggerScriptChangedEvent(Changed.POSITION);
694 }
484 695
696/*
697 This seems not needed and should not be needed:
698 sp absolute position depends on sit part absolute position fixed above.
699 sp ParentPosition is not used anywhere.
700 Since presence is sitting, viewer considers it 'linked' to root prim, so it will move/rotate it
701 Sending a extra packet with avatar position is not only bandwidth waste, but may cause jitter in viewers due to UPD nature.
702
703 if (!m_dupeInProgress)
704 {
705 foreach (ScenePresence av in m_linkedAvatars)
706 {
707 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
708 if (p != null && m_parts.TryGetValue(p.UUID, out p))
709 {
710 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
711 av.AbsolutePosition += offset;
712// av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
713 av.SendAvatarDataToAllAgents();
714 }
715 }
716 }
717*/
485 //if (m_rootPart.PhysActor != null) 718 //if (m_rootPart.PhysActor != null)
486 //{ 719 //{
487 //m_rootPart.PhysActor.Position = 720 //m_rootPart.PhysActor.Position =
@@ -495,6 +728,40 @@ namespace OpenSim.Region.Framework.Scenes
495 } 728 }
496 } 729 }
497 730
731 public override Vector3 Velocity
732 {
733 get { return RootPart.Velocity; }
734 set { RootPart.Velocity = value; }
735 }
736
737 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
738 {
739 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
740 ScenePresence agent = icon.EndInvoke(iar);
741
742 //// If the cross was successful, this agent is a child agent
743 if (agent.IsChildAgent)
744 {
745 if (agent.ParentUUID != UUID.Zero)
746 {
747 agent.ParentPart = null;
748// agent.ParentPosition = Vector3.Zero;
749// agent.ParentUUID = UUID.Zero;
750 }
751 }
752
753 agent.ParentUUID = UUID.Zero;
754
755// agent.Reset();
756// else // Not successful
757// agent.RestoreInCurrentScene();
758
759 // In any case
760 agent.IsInTransit = false;
761
762 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
763 }
764
498 public override uint LocalId 765 public override uint LocalId
499 { 766 {
500 get { return m_rootPart.LocalId; } 767 get { return m_rootPart.LocalId; }
@@ -565,6 +832,11 @@ namespace OpenSim.Region.Framework.Scenes
565 m_isSelected = value; 832 m_isSelected = value;
566 // Tell physics engine that group is selected 833 // Tell physics engine that group is selected
567 834
835 // this is not right
836 // but ode engines should only really need to know about root part
837 // so they can put entire object simulation on hold and not colliding
838 // keep as was for now
839
568 PhysicsActor pa = m_rootPart.PhysActor; 840 PhysicsActor pa = m_rootPart.PhysActor;
569 if (pa != null) 841 if (pa != null)
570 { 842 {
@@ -586,6 +858,40 @@ namespace OpenSim.Region.Framework.Scenes
586 } 858 }
587 } 859 }
588 860
861 public void PartSelectChanged(bool partSelect)
862 {
863 // any part selected makes group selected
864 if (m_isSelected == partSelect)
865 return;
866
867 if (partSelect)
868 {
869 IsSelected = partSelect;
870// if (!IsAttachment)
871// ScheduleGroupForFullUpdate();
872 }
873 else
874 {
875 // bad bad bad 2 heavy for large linksets
876 // since viewer does send lot of (un)selects
877 // this needs to be replaced by a specific list or count ?
878 // but that will require extra code in several places
879
880 SceneObjectPart[] parts = m_parts.GetArray();
881 for (int i = 0; i < parts.Length; i++)
882 {
883 SceneObjectPart part = parts[i];
884 if (part.IsSelected)
885 return;
886 }
887 IsSelected = partSelect;
888 if (!IsAttachment)
889 {
890 ScheduleGroupForFullUpdate();
891 }
892 }
893 }
894
589 private SceneObjectPart m_PlaySoundMasterPrim = null; 895 private SceneObjectPart m_PlaySoundMasterPrim = null;
590 public SceneObjectPart PlaySoundMasterPrim 896 public SceneObjectPart PlaySoundMasterPrim
591 { 897 {
@@ -680,6 +986,7 @@ namespace OpenSim.Region.Framework.Scenes
680 /// </summary> 986 /// </summary>
681 public SceneObjectGroup() 987 public SceneObjectGroup()
682 { 988 {
989
683 } 990 }
684 991
685 /// <summary> 992 /// <summary>
@@ -697,8 +1004,8 @@ namespace OpenSim.Region.Framework.Scenes
697 /// Constructor. This object is added to the scene later via AttachToScene() 1004 /// Constructor. This object is added to the scene later via AttachToScene()
698 /// </summary> 1005 /// </summary>
699 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 1006 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
700 :this(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)) 1007 {
701 { 1008 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
702 } 1009 }
703 1010
704 /// <summary> 1011 /// <summary>
@@ -733,6 +1040,9 @@ namespace OpenSim.Region.Framework.Scenes
733 /// </summary> 1040 /// </summary>
734 public virtual void AttachToBackup() 1041 public virtual void AttachToBackup()
735 { 1042 {
1043 if (IsAttachment) return;
1044 m_scene.SceneGraph.FireAttachToBackup(this);
1045
736 if (InSceneBackup) 1046 if (InSceneBackup)
737 { 1047 {
738 //m_log.DebugFormat( 1048 //m_log.DebugFormat(
@@ -780,6 +1090,13 @@ namespace OpenSim.Region.Framework.Scenes
780 1090
781 ApplyPhysics(); 1091 ApplyPhysics();
782 1092
1093 if (RootPart.PhysActor != null)
1094 RootPart.Force = RootPart.Force;
1095 if (RootPart.PhysActor != null)
1096 RootPart.Torque = RootPart.Torque;
1097 if (RootPart.PhysActor != null)
1098 RootPart.Buoyancy = RootPart.Buoyancy;
1099
783 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 1100 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
784 // for the same object with very different properties. The caller must schedule the update. 1101 // for the same object with very different properties. The caller must schedule the update.
785 //ScheduleGroupForFullUpdate(); 1102 //ScheduleGroupForFullUpdate();
@@ -795,6 +1112,10 @@ namespace OpenSim.Region.Framework.Scenes
795 EntityIntersection result = new EntityIntersection(); 1112 EntityIntersection result = new EntityIntersection();
796 1113
797 SceneObjectPart[] parts = m_parts.GetArray(); 1114 SceneObjectPart[] parts = m_parts.GetArray();
1115
1116 // Find closest hit here
1117 float idist = float.MaxValue;
1118
798 for (int i = 0; i < parts.Length; i++) 1119 for (int i = 0; i < parts.Length; i++)
799 { 1120 {
800 SceneObjectPart part = parts[i]; 1121 SceneObjectPart part = parts[i];
@@ -809,11 +1130,6 @@ namespace OpenSim.Region.Framework.Scenes
809 1130
810 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 1131 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
811 1132
812 // This may need to be updated to the maximum draw distance possible..
813 // We might (and probably will) be checking for prim creation from other sims
814 // when the camera crosses the border.
815 float idist = Constants.RegionSize;
816
817 if (inter.HitTF) 1133 if (inter.HitTF)
818 { 1134 {
819 // We need to find the closest prim to return to the testcaller along the ray 1135 // We need to find the closest prim to return to the testcaller along the ray
@@ -824,10 +1140,11 @@ namespace OpenSim.Region.Framework.Scenes
824 result.obj = part; 1140 result.obj = part;
825 result.normal = inter.normal; 1141 result.normal = inter.normal;
826 result.distance = inter.distance; 1142 result.distance = inter.distance;
1143
1144 idist = inter.distance;
827 } 1145 }
828 } 1146 }
829 } 1147 }
830
831 return result; 1148 return result;
832 } 1149 }
833 1150
@@ -839,25 +1156,27 @@ namespace OpenSim.Region.Framework.Scenes
839 /// <returns></returns> 1156 /// <returns></returns>
840 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) 1157 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
841 { 1158 {
842 maxX = -256f; 1159 maxX = float.MinValue;
843 maxY = -256f; 1160 maxY = float.MinValue;
844 maxZ = -256f; 1161 maxZ = float.MinValue;
845 minX = 256f; 1162 minX = float.MaxValue;
846 minY = 256f; 1163 minY = float.MaxValue;
847 minZ = 8192f; 1164 minZ = float.MaxValue;
848 1165
849 SceneObjectPart[] parts = m_parts.GetArray(); 1166 SceneObjectPart[] parts = m_parts.GetArray();
850 for (int i = 0; i < parts.Length; i++) 1167 foreach (SceneObjectPart part in parts)
851 { 1168 {
852 SceneObjectPart part = parts[i];
853
854 Vector3 worldPos = part.GetWorldPosition(); 1169 Vector3 worldPos = part.GetWorldPosition();
855 Vector3 offset = worldPos - AbsolutePosition; 1170 Vector3 offset = worldPos - AbsolutePosition;
856 Quaternion worldRot; 1171 Quaternion worldRot;
857 if (part.ParentID == 0) 1172 if (part.ParentID == 0)
1173 {
858 worldRot = part.RotationOffset; 1174 worldRot = part.RotationOffset;
1175 }
859 else 1176 else
1177 {
860 worldRot = part.GetWorldRotation(); 1178 worldRot = part.GetWorldRotation();
1179 }
861 1180
862 Vector3 frontTopLeft; 1181 Vector3 frontTopLeft;
863 Vector3 frontTopRight; 1182 Vector3 frontTopRight;
@@ -869,6 +1188,8 @@ namespace OpenSim.Region.Framework.Scenes
869 Vector3 backBottomLeft; 1188 Vector3 backBottomLeft;
870 Vector3 backBottomRight; 1189 Vector3 backBottomRight;
871 1190
1191 // Vector3[] corners = new Vector3[8];
1192
872 Vector3 orig = Vector3.Zero; 1193 Vector3 orig = Vector3.Zero;
873 1194
874 frontTopLeft.X = orig.X - (part.Scale.X / 2); 1195 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -903,6 +1224,38 @@ namespace OpenSim.Region.Framework.Scenes
903 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 1224 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
904 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 1225 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
905 1226
1227
1228
1229 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1230 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1231 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1232 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1233 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1234 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1235 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1236 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1237
1238 //for (int i = 0; i < 8; i++)
1239 //{
1240 // corners[i] = corners[i] * worldRot;
1241 // corners[i] += offset;
1242
1243 // if (corners[i].X > maxX)
1244 // maxX = corners[i].X;
1245 // if (corners[i].X < minX)
1246 // minX = corners[i].X;
1247
1248 // if (corners[i].Y > maxY)
1249 // maxY = corners[i].Y;
1250 // if (corners[i].Y < minY)
1251 // minY = corners[i].Y;
1252
1253 // if (corners[i].Z > maxZ)
1254 // maxZ = corners[i].Y;
1255 // if (corners[i].Z < minZ)
1256 // minZ = corners[i].Z;
1257 //}
1258
906 frontTopLeft = frontTopLeft * worldRot; 1259 frontTopLeft = frontTopLeft * worldRot;
907 frontTopRight = frontTopRight * worldRot; 1260 frontTopRight = frontTopRight * worldRot;
908 frontBottomLeft = frontBottomLeft * worldRot; 1261 frontBottomLeft = frontBottomLeft * worldRot;
@@ -924,6 +1277,15 @@ namespace OpenSim.Region.Framework.Scenes
924 backTopLeft += offset; 1277 backTopLeft += offset;
925 backTopRight += offset; 1278 backTopRight += offset;
926 1279
1280 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1281 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1282 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1283 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1284 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1285 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1286 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1287 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1288
927 if (frontTopRight.X > maxX) 1289 if (frontTopRight.X > maxX)
928 maxX = frontTopRight.X; 1290 maxX = frontTopRight.X;
929 if (frontTopLeft.X > maxX) 1291 if (frontTopLeft.X > maxX)
@@ -1067,17 +1429,118 @@ namespace OpenSim.Region.Framework.Scenes
1067 1429
1068 #endregion 1430 #endregion
1069 1431
1432 public void GetResourcesCosts(SceneObjectPart apart,
1433 out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost)
1434 {
1435 // this information may need to be cached
1436
1437 float cost;
1438 float tmpcost;
1439
1440 bool ComplexCost = false;
1441
1442 SceneObjectPart p;
1443 SceneObjectPart[] parts;
1444
1445 lock (m_parts)
1446 {
1447 parts = m_parts.GetArray();
1448 }
1449
1450 int nparts = parts.Length;
1451
1452
1453 for (int i = 0; i < nparts; i++)
1454 {
1455 p = parts[i];
1456
1457 if (p.UsesComplexCost)
1458 {
1459 ComplexCost = true;
1460 break;
1461 }
1462 }
1463
1464 if (ComplexCost)
1465 {
1466 linksetResCost = 0;
1467 linksetPhysCost = 0;
1468 partCost = 0;
1469 partPhysCost = 0;
1470
1471 for (int i = 0; i < nparts; i++)
1472 {
1473 p = parts[i];
1474
1475 cost = p.StreamingCost;
1476 tmpcost = p.SimulationCost;
1477 if (tmpcost > cost)
1478 cost = tmpcost;
1479 tmpcost = p.PhysicsCost;
1480 if (tmpcost > cost)
1481 cost = tmpcost;
1482
1483 linksetPhysCost += tmpcost;
1484 linksetResCost += cost;
1485
1486 if (p == apart)
1487 {
1488 partCost = cost;
1489 partPhysCost = tmpcost;
1490 }
1491 }
1492 }
1493 else
1494 {
1495 partPhysCost = 1.0f;
1496 partCost = 1.0f;
1497 linksetResCost = (float)nparts;
1498 linksetPhysCost = linksetResCost;
1499 }
1500 }
1501
1502 public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost)
1503 {
1504 SceneObjectPart p;
1505 SceneObjectPart[] parts;
1506
1507 lock (m_parts)
1508 {
1509 parts = m_parts.GetArray();
1510 }
1511
1512 int nparts = parts.Length;
1513
1514 PhysCost = 0;
1515 StreamCost = 0;
1516 SimulCost = 0;
1517
1518 for (int i = 0; i < nparts; i++)
1519 {
1520 p = parts[i];
1521
1522 StreamCost += p.StreamingCost;
1523 SimulCost += p.SimulationCost;
1524 PhysCost += p.PhysicsCost;
1525 }
1526 }
1527
1070 public void SaveScriptedState(XmlTextWriter writer) 1528 public void SaveScriptedState(XmlTextWriter writer)
1071 { 1529 {
1530 SaveScriptedState(writer, false);
1531 }
1532
1533 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1534 {
1072 XmlDocument doc = new XmlDocument(); 1535 XmlDocument doc = new XmlDocument();
1073 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1536 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
1074 1537
1075 SceneObjectPart[] parts = m_parts.GetArray(); 1538 SceneObjectPart[] parts = m_parts.GetArray();
1076 for (int i = 0; i < parts.Length; i++) 1539 for (int i = 0; i < parts.Length; i++)
1077 { 1540 {
1078 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1541 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
1079 foreach (KeyValuePair<UUID, string> kvp in pstates) 1542 foreach (KeyValuePair<UUID, string> kvp in pstates)
1080 states.Add(kvp.Key, kvp.Value); 1543 states[kvp.Key] = kvp.Value;
1081 } 1544 }
1082 1545
1083 if (states.Count > 0) 1546 if (states.Count > 0)
@@ -1097,6 +1560,170 @@ namespace OpenSim.Region.Framework.Scenes
1097 } 1560 }
1098 1561
1099 /// <summary> 1562 /// <summary>
1563 /// Add the avatar to this linkset (avatar is sat).
1564 /// </summary>
1565 /// <param name="agentID"></param>
1566 public void AddAvatar(UUID agentID)
1567 {
1568 ScenePresence presence;
1569 if (m_scene.TryGetScenePresence(agentID, out presence))
1570 {
1571 if (!m_linkedAvatars.Contains(presence))
1572 {
1573 m_linkedAvatars.Add(presence);
1574 }
1575 }
1576 }
1577
1578 /// <summary>
1579 /// Delete the avatar from this linkset (avatar is unsat).
1580 /// </summary>
1581 /// <param name="agentID"></param>
1582 public void DeleteAvatar(UUID agentID)
1583 {
1584 ScenePresence presence;
1585 if (m_scene.TryGetScenePresence(agentID, out presence))
1586 {
1587 if (m_linkedAvatars.Contains(presence))
1588 {
1589 m_linkedAvatars.Remove(presence);
1590 }
1591 }
1592 }
1593
1594 /// <summary>
1595 /// Returns the list of linked presences (avatars sat on this group)
1596 /// </summary>
1597 /// <param name="agentID"></param>
1598 public List<ScenePresence> GetLinkedAvatars()
1599 {
1600 return m_linkedAvatars;
1601 }
1602
1603 /// <summary>
1604 /// Attach this scene object to the given avatar.
1605 /// </summary>
1606 /// <param name="agentID"></param>
1607 /// <param name="attachmentpoint"></param>
1608 /// <param name="AttachOffset"></param>
1609 private void AttachToAgent(
1610 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1611 {
1612 if (avatar != null)
1613 {
1614 // don't attach attachments to child agents
1615 if (avatar.IsChildAgent) return;
1616
1617 // Remove from database and parcel prim count
1618 m_scene.DeleteFromStorage(so.UUID);
1619 m_scene.EventManager.TriggerParcelPrimCountTainted();
1620
1621 so.AttachedAvatar = avatar.UUID;
1622
1623 if (so.RootPart.PhysActor != null)
1624 {
1625 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1626 so.RootPart.PhysActor = null;
1627 }
1628
1629 so.AbsolutePosition = attachOffset;
1630 so.RootPart.AttachedPos = attachOffset;
1631 so.IsAttachment = true;
1632 so.RootPart.SetParentLocalId(avatar.LocalId);
1633 so.AttachmentPoint = attachmentpoint;
1634
1635 avatar.AddAttachment(this);
1636
1637 if (!silent)
1638 {
1639 // Killing it here will cause the client to deselect it
1640 // It then reappears on the avatar, deselected
1641 // through the full update below
1642 //
1643 if (IsSelected)
1644 {
1645 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1646 }
1647
1648 IsSelected = false; // fudge....
1649 ScheduleGroupForFullUpdate();
1650 }
1651 }
1652 else
1653 {
1654 m_log.WarnFormat(
1655 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1656 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1657 }
1658 }
1659
1660 public byte GetAttachmentPoint()
1661 {
1662 return m_rootPart.Shape.State;
1663 }
1664
1665 public void DetachToGround()
1666 {
1667 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1668 if (avatar == null)
1669 return;
1670 m_rootPart.Shape.LastAttachPoint = m_rootPart.Shape.State;
1671 m_rootPart.AttachedPos = m_rootPart.OffsetPosition;
1672 avatar.RemoveAttachment(this);
1673
1674 Vector3 detachedpos = new Vector3(127f,127f,127f);
1675 if (avatar == null)
1676 return;
1677
1678 detachedpos = avatar.AbsolutePosition;
1679 FromItemID = UUID.Zero;
1680
1681 AbsolutePosition = detachedpos;
1682 AttachedAvatar = UUID.Zero;
1683
1684 //SceneObjectPart[] parts = m_parts.GetArray();
1685 //for (int i = 0; i < parts.Length; i++)
1686 // parts[i].AttachedAvatar = UUID.Zero;
1687
1688 m_rootPart.SetParentLocalId(0);
1689 AttachmentPoint = (byte)0;
1690 // must check if buildind should be true or false here
1691 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
1692 HasGroupChanged = true;
1693 RootPart.Rezzed = DateTime.Now;
1694 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1695 AttachToBackup();
1696 m_scene.EventManager.TriggerParcelPrimCountTainted();
1697 m_rootPart.ScheduleFullUpdate();
1698 m_rootPart.ClearUndoState();
1699 }
1700
1701 public void DetachToInventoryPrep()
1702 {
1703 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1704 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1705 if (avatar != null)
1706 {
1707 //detachedpos = avatar.AbsolutePosition;
1708 avatar.RemoveAttachment(this);
1709 }
1710
1711 AttachedAvatar = UUID.Zero;
1712
1713 /*SceneObjectPart[] parts = m_parts.GetArray();
1714 for (int i = 0; i < parts.Length; i++)
1715 parts[i].AttachedAvatar = UUID.Zero;*/
1716
1717 m_rootPart.SetParentLocalId(0);
1718 //m_rootPart.SetAttachmentPoint((byte)0);
1719 IsAttachment = false;
1720 AbsolutePosition = m_rootPart.AttachedPos;
1721 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1722 //AttachToBackup();
1723 //m_rootPart.ScheduleFullUpdate();
1724 }
1725
1726 /// <summary>
1100 /// 1727 ///
1101 /// </summary> 1728 /// </summary>
1102 /// <param name="part"></param> 1729 /// <param name="part"></param>
@@ -1136,7 +1763,10 @@ namespace OpenSim.Region.Framework.Scenes
1136 public void AddPart(SceneObjectPart part) 1763 public void AddPart(SceneObjectPart part)
1137 { 1764 {
1138 part.SetParent(this); 1765 part.SetParent(this);
1139 part.LinkNum = m_parts.Add(part.UUID, part); 1766 m_parts.Add(part.UUID, part);
1767
1768 part.LinkNum = m_parts.Count;
1769
1140 if (part.LinkNum == 2) 1770 if (part.LinkNum == 2)
1141 RootPart.LinkNum = 1; 1771 RootPart.LinkNum = 1;
1142 } 1772 }
@@ -1162,6 +1792,14 @@ namespace OpenSim.Region.Framework.Scenes
1162 parts[i].UUID = UUID.Random(); 1792 parts[i].UUID = UUID.Random();
1163 } 1793 }
1164 1794
1795 // helper provided for parts.
1796 public int GetSceneMaxUndo()
1797 {
1798 if (m_scene != null)
1799 return m_scene.MaxUndoCount;
1800 return 5;
1801 }
1802
1165 // justincc: I don't believe this hack is needed any longer, especially since the physics 1803 // justincc: I don't believe this hack is needed any longer, especially since the physics
1166 // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false 1804 // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false
1167 // this method was preventing proper reload of scene objects. 1805 // this method was preventing proper reload of scene objects.
@@ -1219,7 +1857,7 @@ namespace OpenSim.Region.Framework.Scenes
1219// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", 1857// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
1220// remoteClient.Name, part.Name, part.LocalId, offsetPos); 1858// remoteClient.Name, part.Name, part.LocalId, offsetPos);
1221 1859
1222 part.StoreUndoState(); 1860// part.StoreUndoState();
1223 part.OnGrab(offsetPos, remoteClient); 1861 part.OnGrab(offsetPos, remoteClient);
1224 } 1862 }
1225 1863
@@ -1239,6 +1877,11 @@ namespace OpenSim.Region.Framework.Scenes
1239 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1877 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1240 public void DeleteGroupFromScene(bool silent) 1878 public void DeleteGroupFromScene(bool silent)
1241 { 1879 {
1880 // We need to keep track of this state in case this group is still queued for backup.
1881 IsDeleted = true;
1882
1883 DetachFromBackup();
1884
1242 SceneObjectPart[] parts = m_parts.GetArray(); 1885 SceneObjectPart[] parts = m_parts.GetArray();
1243 for (int i = 0; i < parts.Length; i++) 1886 for (int i = 0; i < parts.Length; i++)
1244 { 1887 {
@@ -1262,6 +1905,7 @@ namespace OpenSim.Region.Framework.Scenes
1262 } 1905 }
1263 }); 1906 });
1264 } 1907 }
1908
1265 } 1909 }
1266 1910
1267 public void AddScriptLPS(int count) 1911 public void AddScriptLPS(int count)
@@ -1331,28 +1975,43 @@ namespace OpenSim.Region.Framework.Scenes
1331 /// </summary> 1975 /// </summary>
1332 public void ApplyPhysics() 1976 public void ApplyPhysics()
1333 { 1977 {
1334 // Apply physics to the root prim
1335 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1336
1337 // Apply physics to child prims
1338 SceneObjectPart[] parts = m_parts.GetArray(); 1978 SceneObjectPart[] parts = m_parts.GetArray();
1339 if (parts.Length > 1) 1979 if (parts.Length > 1)
1340 { 1980 {
1981 ResetChildPrimPhysicsPositions();
1982
1983 // Apply physics to the root prim
1984 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
1985
1986
1341 for (int i = 0; i < parts.Length; i++) 1987 for (int i = 0; i < parts.Length; i++)
1342 { 1988 {
1343 SceneObjectPart part = parts[i]; 1989 SceneObjectPart part = parts[i];
1344 if (part.LocalId != m_rootPart.LocalId) 1990 if (part.LocalId != m_rootPart.LocalId)
1345 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); 1991 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
1346 } 1992 }
1347
1348 // Hack to get the physics scene geometries in the right spot 1993 // Hack to get the physics scene geometries in the right spot
1349 ResetChildPrimPhysicsPositions(); 1994// ResetChildPrimPhysicsPositions();
1995 if (m_rootPart.PhysActor != null)
1996 {
1997 m_rootPart.PhysActor.Building = false;
1998 }
1999 }
2000 else
2001 {
2002 // Apply physics to the root prim
2003 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1350 } 2004 }
1351 } 2005 }
1352 2006
1353 public void SetOwnerId(UUID userId) 2007 public void SetOwnerId(UUID userId)
1354 { 2008 {
1355 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 2009 ForEachPart(delegate(SceneObjectPart part)
2010 {
2011
2012 part.OwnerID = userId;
2013
2014 });
1356 } 2015 }
1357 2016
1358 public void ForEachPart(Action<SceneObjectPart> whatToDo) 2017 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1384,11 +2043,17 @@ namespace OpenSim.Region.Framework.Scenes
1384 return; 2043 return;
1385 } 2044 }
1386 2045
2046 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
2047 return;
2048
1387 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 2049 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1388 // any exception propogate upwards. 2050 // any exception propogate upwards.
1389 try 2051 try
1390 { 2052 {
1391 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 2053 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
2054 !m_scene.LoginsEnabled || // We're starting up or doing maintenance, don't mess with things
2055 m_scene.LoadingPrims) // Land may not be valid yet
2056
1392 { 2057 {
1393 ILandObject parcel = m_scene.LandChannel.GetLandObject( 2058 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1394 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 2059 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1415,6 +2080,7 @@ namespace OpenSim.Region.Framework.Scenes
1415 } 2080 }
1416 } 2081 }
1417 } 2082 }
2083
1418 } 2084 }
1419 2085
1420 if (m_scene.UseBackup && HasGroupChanged) 2086 if (m_scene.UseBackup && HasGroupChanged)
@@ -1422,10 +2088,31 @@ namespace OpenSim.Region.Framework.Scenes
1422 // don't backup while it's selected or you're asking for changes mid stream. 2088 // don't backup while it's selected or you're asking for changes mid stream.
1423 if (isTimeToPersist() || forcedBackup) 2089 if (isTimeToPersist() || forcedBackup)
1424 { 2090 {
2091 if (m_rootPart.PhysActor != null &&
2092 (!m_rootPart.PhysActor.IsPhysical))
2093 {
2094 // Possible ghost prim
2095 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
2096 {
2097 foreach (SceneObjectPart part in m_parts.GetArray())
2098 {
2099 // Re-set physics actor positions and
2100 // orientations
2101 part.GroupPosition = m_rootPart.GroupPosition;
2102 }
2103 }
2104 }
1425// m_log.DebugFormat( 2105// m_log.DebugFormat(
1426// "[SCENE]: Storing {0}, {1} in {2}", 2106// "[SCENE]: Storing {0}, {1} in {2}",
1427// Name, UUID, m_scene.RegionInfo.RegionName); 2107// Name, UUID, m_scene.RegionInfo.RegionName);
1428 2108
2109 if (RootPart.Shape.PCode == 9 && RootPart.Shape.State != 0)
2110 {
2111 RootPart.Shape.LastAttachPoint = RootPart.Shape.State;
2112 RootPart.Shape.State = 0;
2113 ScheduleGroupForFullUpdate();
2114 }
2115
1429 SceneObjectGroup backup_group = Copy(false); 2116 SceneObjectGroup backup_group = Copy(false);
1430 backup_group.RootPart.Velocity = RootPart.Velocity; 2117 backup_group.RootPart.Velocity = RootPart.Velocity;
1431 backup_group.RootPart.Acceleration = RootPart.Acceleration; 2118 backup_group.RootPart.Acceleration = RootPart.Acceleration;
@@ -1435,6 +2122,16 @@ namespace OpenSim.Region.Framework.Scenes
1435 HasGroupChangedDueToDelink = false; 2122 HasGroupChangedDueToDelink = false;
1436 2123
1437 m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this); 2124 m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this);
2125/*
2126 backup_group.ForEachPart(delegate(SceneObjectPart part)
2127 {
2128 if (part.KeyframeMotion != null)
2129 {
2130 part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
2131// part.KeyframeMotion.UpdateSceneObject(this);
2132 }
2133 });
2134*/
1438 datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); 2135 datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID);
1439 2136
1440 backup_group.ForEachPart(delegate(SceneObjectPart part) 2137 backup_group.ForEachPart(delegate(SceneObjectPart part)
@@ -1491,10 +2188,14 @@ namespace OpenSim.Region.Framework.Scenes
1491 /// <returns></returns> 2188 /// <returns></returns>
1492 public SceneObjectGroup Copy(bool userExposed) 2189 public SceneObjectGroup Copy(bool userExposed)
1493 { 2190 {
2191 m_dupeInProgress = true;
1494 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 2192 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
1495 dupe.m_isBackedUp = false; 2193 dupe.m_isBackedUp = false;
1496 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 2194 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1497 2195
2196 // new group as no sitting avatars
2197 dupe.m_linkedAvatars = new List<ScenePresence>();
2198
1498 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 2199 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1499 // attachments do not bordercross while they're being duplicated. This is hacktastic! 2200 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1500 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 2201 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
@@ -1505,7 +2206,7 @@ namespace OpenSim.Region.Framework.Scenes
1505 // This is only necessary when userExposed is false! 2206 // This is only necessary when userExposed is false!
1506 2207
1507 bool previousAttachmentStatus = dupe.IsAttachment; 2208 bool previousAttachmentStatus = dupe.IsAttachment;
1508 2209
1509 if (!userExposed) 2210 if (!userExposed)
1510 dupe.IsAttachment = true; 2211 dupe.IsAttachment = true;
1511 2212
@@ -1518,16 +2219,17 @@ namespace OpenSim.Region.Framework.Scenes
1518 2219
1519 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 2220 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1520 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 2221 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
2222
1521 2223
1522 if (userExposed) 2224 if (userExposed)
1523 dupe.m_rootPart.TrimPermissions(); 2225 dupe.m_rootPart.TrimPermissions();
1524 2226
1525 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 2227 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1526 2228
1527 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 2229 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1528 { 2230 {
1529 return p1.LinkNum.CompareTo(p2.LinkNum); 2231 return p1.LinkNum.CompareTo(p2.LinkNum);
1530 } 2232 }
1531 ); 2233 );
1532 2234
1533 foreach (SceneObjectPart part in partList) 2235 foreach (SceneObjectPart part in partList)
@@ -1537,43 +2239,56 @@ namespace OpenSim.Region.Framework.Scenes
1537 { 2239 {
1538 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 2240 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1539 newPart.LinkNum = part.LinkNum; 2241 newPart.LinkNum = part.LinkNum;
1540 } 2242 if (userExposed)
2243 newPart.ParentID = dupe.m_rootPart.LocalId;
2244 }
1541 else 2245 else
1542 { 2246 {
1543 newPart = dupe.m_rootPart; 2247 newPart = dupe.m_rootPart;
1544 } 2248 }
2249/*
2250 bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0);
2251 bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0);
1545 2252
1546 // Need to duplicate the physics actor as well 2253 // Need to duplicate the physics actor as well
1547 PhysicsActor originalPartPa = part.PhysActor; 2254 if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive))
1548 if (originalPartPa != null && userExposed)
1549 { 2255 {
1550 PrimitiveBaseShape pbs = newPart.Shape; 2256 PrimitiveBaseShape pbs = newPart.Shape;
1551
1552 newPart.PhysActor 2257 newPart.PhysActor
1553 = m_scene.PhysicsScene.AddPrimShape( 2258 = m_scene.PhysicsScene.AddPrimShape(
1554 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 2259 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1555 pbs, 2260 pbs,
1556 newPart.AbsolutePosition, 2261 newPart.AbsolutePosition,
1557 newPart.Scale, 2262 newPart.Scale,
1558 newPart.RotationOffset, 2263 newPart.GetWorldRotation(),
1559 originalPartPa.IsPhysical, 2264 isphys,
2265 isphan,
1560 newPart.LocalId); 2266 newPart.LocalId);
1561 2267
1562 newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); 2268 newPart.DoPhysicsPropertyUpdate(isphys, true);
1563 } 2269 */
2270 if (userExposed)
2271 newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true);
2272// }
2273 // copy keyframemotion
1564 if (part.KeyframeMotion != null) 2274 if (part.KeyframeMotion != null)
1565 newPart.KeyframeMotion = part.KeyframeMotion.Copy(dupe); 2275 newPart.KeyframeMotion = part.KeyframeMotion.Copy(dupe);
1566 } 2276 }
1567 2277
1568 if (userExposed) 2278 if (userExposed)
1569 { 2279 {
1570 dupe.UpdateParentIDs(); 2280// done above dupe.UpdateParentIDs();
2281
2282 if (dupe.m_rootPart.PhysActor != null)
2283 dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
2284
1571 dupe.HasGroupChanged = true; 2285 dupe.HasGroupChanged = true;
1572 dupe.AttachToBackup(); 2286 dupe.AttachToBackup();
1573 2287
1574 ScheduleGroupForFullUpdate(); 2288 ScheduleGroupForFullUpdate();
1575 } 2289 }
1576 2290
2291 m_dupeInProgress = false;
1577 return dupe; 2292 return dupe;
1578 } 2293 }
1579 2294
@@ -1585,7 +2300,14 @@ namespace OpenSim.Region.Framework.Scenes
1585 /// <param name="cGroupID"></param> 2300 /// <param name="cGroupID"></param>
1586 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2301 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1587 { 2302 {
1588 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); 2303 // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
2304 // give newpart a new local ID lettng old part keep same
2305 SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed);
2306 newpart.LocalId = m_scene.AllocateLocalId();
2307
2308 SetRootPart(newpart);
2309 if (userExposed)
2310 RootPart.Velocity = Vector3.Zero; // In case source is moving
1589 } 2311 }
1590 2312
1591 public void ScriptSetPhysicsStatus(bool usePhysics) 2313 public void ScriptSetPhysicsStatus(bool usePhysics)
@@ -1643,27 +2365,14 @@ namespace OpenSim.Region.Framework.Scenes
1643 2365
1644 if (pa != null) 2366 if (pa != null)
1645 { 2367 {
1646 pa.AddForce(impulse, true); 2368 // false to be applied as a impulse
1647 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2369 pa.AddForce(impulse, false);
1648 }
1649 }
1650 }
1651
1652 public void applyAngularImpulse(Vector3 impulse)
1653 {
1654 PhysicsActor pa = RootPart.PhysActor;
1655
1656 if (pa != null)
1657 {
1658 if (!IsAttachment)
1659 {
1660 pa.AddAngularForce(impulse, true);
1661 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2370 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1662 } 2371 }
1663 } 2372 }
1664 } 2373 }
1665 2374
1666 public void setAngularImpulse(Vector3 impulse) 2375 public void ApplyAngularImpulse(Vector3 impulse)
1667 { 2376 {
1668 PhysicsActor pa = RootPart.PhysActor; 2377 PhysicsActor pa = RootPart.PhysActor;
1669 2378
@@ -1671,7 +2380,8 @@ namespace OpenSim.Region.Framework.Scenes
1671 { 2380 {
1672 if (!IsAttachment) 2381 if (!IsAttachment)
1673 { 2382 {
1674 pa.Torque = impulse; 2383 // false to be applied as a impulse
2384 pa.AddAngularForce(impulse, false);
1675 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2385 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1676 } 2386 }
1677 } 2387 }
@@ -1679,20 +2389,10 @@ namespace OpenSim.Region.Framework.Scenes
1679 2389
1680 public Vector3 GetTorque() 2390 public Vector3 GetTorque()
1681 { 2391 {
1682 PhysicsActor pa = RootPart.PhysActor; 2392 return RootPart.Torque;
1683
1684 if (pa != null)
1685 {
1686 if (!IsAttachment)
1687 {
1688 Vector3 torque = pa.Torque;
1689 return torque;
1690 }
1691 }
1692
1693 return Vector3.Zero;
1694 } 2393 }
1695 2394
2395 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1696 public void moveToTarget(Vector3 target, float tau) 2396 public void moveToTarget(Vector3 target, float tau)
1697 { 2397 {
1698 if (IsAttachment) 2398 if (IsAttachment)
@@ -1722,8 +2422,50 @@ namespace OpenSim.Region.Framework.Scenes
1722 2422
1723 if (pa != null) 2423 if (pa != null)
1724 pa.PIDActive = false; 2424 pa.PIDActive = false;
2425
2426 RootPart.ScheduleTerseUpdate(); // send a stop information
2427 }
2428
2429 public void rotLookAt(Quaternion target, float strength, float damping)
2430 {
2431 SceneObjectPart rootpart = m_rootPart;
2432 if (rootpart != null)
2433 {
2434 if (IsAttachment)
2435 {
2436 /*
2437 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2438 if (avatar != null)
2439 {
2440 Rotate the Av?
2441 } */
2442 }
2443 else
2444 {
2445 if (rootpart.PhysActor != null)
2446 { // APID must be implemented in your physics system for this to function.
2447 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2448 rootpart.PhysActor.APIDStrength = strength;
2449 rootpart.PhysActor.APIDDamping = damping;
2450 rootpart.PhysActor.APIDActive = true;
2451 }
2452 }
2453 }
1725 } 2454 }
2455
2456 public void stopLookAt()
2457 {
2458 SceneObjectPart rootpart = m_rootPart;
2459 if (rootpart != null)
2460 {
2461 if (rootpart.PhysActor != null)
2462 { // APID must be implemented in your physics system for this to function.
2463 rootpart.PhysActor.APIDActive = false;
2464 }
2465 }
1726 2466
2467 }
2468
1727 /// <summary> 2469 /// <summary>
1728 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2470 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1729 /// </summary> 2471 /// </summary>
@@ -1740,7 +2482,7 @@ namespace OpenSim.Region.Framework.Scenes
1740 { 2482 {
1741 pa.PIDHoverHeight = height; 2483 pa.PIDHoverHeight = height;
1742 pa.PIDHoverType = hoverType; 2484 pa.PIDHoverType = hoverType;
1743 pa.PIDTau = tau; 2485 pa.PIDHoverTau = tau;
1744 pa.PIDHoverActive = true; 2486 pa.PIDHoverActive = true;
1745 } 2487 }
1746 else 2488 else
@@ -1780,7 +2522,12 @@ namespace OpenSim.Region.Framework.Scenes
1780 /// <param name="cGroupID"></param> 2522 /// <param name="cGroupID"></param>
1781 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2523 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1782 { 2524 {
1783 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2525 // give new ID to the new part, letting old keep original
2526 // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2527 SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed);
2528 newPart.LocalId = m_scene.AllocateLocalId();
2529 newPart.SetParent(this);
2530
1784 AddPart(newPart); 2531 AddPart(newPart);
1785 2532
1786 SetPartAsNonRoot(newPart); 2533 SetPartAsNonRoot(newPart);
@@ -1830,6 +2577,7 @@ namespace OpenSim.Region.Framework.Scenes
1830 2577
1831 #endregion 2578 #endregion
1832 2579
2580
1833 public override void Update() 2581 public override void Update()
1834 { 2582 {
1835 // Check that the group was not deleted before the scheduled update 2583 // Check that the group was not deleted before the scheduled update
@@ -1848,19 +2596,8 @@ namespace OpenSim.Region.Framework.Scenes
1848 // check to see if the physical position or rotation warrant an update. 2596 // check to see if the physical position or rotation warrant an update.
1849 if (m_rootPart.UpdateFlag == UpdateRequired.NONE) 2597 if (m_rootPart.UpdateFlag == UpdateRequired.NONE)
1850 { 2598 {
1851 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2599 // rootpart SendScheduledUpdates will check if a update is needed
1852 2600 m_rootPart.UpdateFlag = UpdateRequired.TERSE;
1853 if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f))
1854 {
1855 m_rootPart.UpdateFlag = UpdateRequired.TERSE;
1856 lastPhysGroupPos = AbsolutePosition;
1857 }
1858
1859 if (UsePhysics && !GroupRotation.ApproxEquals(lastPhysGroupRot, 0.1f))
1860 {
1861 m_rootPart.UpdateFlag = UpdateRequired.TERSE;
1862 lastPhysGroupRot = GroupRotation;
1863 }
1864 } 2601 }
1865 2602
1866 SceneObjectPart[] parts = m_parts.GetArray(); 2603 SceneObjectPart[] parts = m_parts.GetArray();
@@ -1919,11 +2656,11 @@ namespace OpenSim.Region.Framework.Scenes
1919 /// Immediately send a full update for this scene object. 2656 /// Immediately send a full update for this scene object.
1920 /// </summary> 2657 /// </summary>
1921 public void SendGroupFullUpdate() 2658 public void SendGroupFullUpdate()
1922 { 2659 {
1923 if (IsDeleted) 2660 if (IsDeleted)
1924 return; 2661 return;
1925 2662
1926// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2663// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1927 2664
1928 RootPart.SendFullUpdateToAllClients(); 2665 RootPart.SendFullUpdateToAllClients();
1929 2666
@@ -2079,6 +2816,11 @@ namespace OpenSim.Region.Framework.Scenes
2079 // 'linkPart' == the root of the group being linked into this group 2816 // 'linkPart' == the root of the group being linked into this group
2080 SceneObjectPart linkPart = objectGroup.m_rootPart; 2817 SceneObjectPart linkPart = objectGroup.m_rootPart;
2081 2818
2819 if (m_rootPart.PhysActor != null)
2820 m_rootPart.PhysActor.Building = true;
2821 if (linkPart.PhysActor != null)
2822 linkPart.PhysActor.Building = true;
2823
2082 // physics flags from group to be applied to linked parts 2824 // physics flags from group to be applied to linked parts
2083 bool grpusephys = UsesPhysics; 2825 bool grpusephys = UsesPhysics;
2084 bool grptemporary = IsTemporary; 2826 bool grptemporary = IsTemporary;
@@ -2104,12 +2846,12 @@ namespace OpenSim.Region.Framework.Scenes
2104 Vector3 axPos = linkPart.OffsetPosition; 2846 Vector3 axPos = linkPart.OffsetPosition;
2105 // Rotate the linking root SOP's position to be relative to the new root prim 2847 // Rotate the linking root SOP's position to be relative to the new root prim
2106 Quaternion parentRot = m_rootPart.RotationOffset; 2848 Quaternion parentRot = m_rootPart.RotationOffset;
2107 axPos *= Quaternion.Inverse(parentRot); 2849 axPos *= Quaternion.Conjugate(parentRot);
2108 linkPart.OffsetPosition = axPos; 2850 linkPart.OffsetPosition = axPos;
2109 2851
2110 // Make the linking root SOP's rotation relative to the new root prim 2852 // Make the linking root SOP's rotation relative to the new root prim
2111 Quaternion oldRot = linkPart.RotationOffset; 2853 Quaternion oldRot = linkPart.RotationOffset;
2112 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2854 Quaternion newRot = Quaternion.Conjugate(parentRot) * oldRot;
2113 linkPart.RotationOffset = newRot; 2855 linkPart.RotationOffset = newRot;
2114 2856
2115 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset. 2857 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset.
@@ -2143,7 +2885,7 @@ namespace OpenSim.Region.Framework.Scenes
2143 linkPart.CreateSelected = true; 2885 linkPart.CreateSelected = true;
2144 2886
2145 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now 2887 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now
2146 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive); 2888 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true);
2147 2889
2148 // If the added SOP is physical, also tell the physics engine about the link relationship. 2890 // If the added SOP is physical, also tell the physics engine about the link relationship.
2149 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2891 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
@@ -2153,6 +2895,7 @@ namespace OpenSim.Region.Framework.Scenes
2153 } 2895 }
2154 2896
2155 linkPart.LinkNum = linkNum++; 2897 linkPart.LinkNum = linkNum++;
2898 linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2156 2899
2157 // Get a list of the SOP's in the old group in order of their linknum's. 2900 // Get a list of the SOP's in the old group in order of their linknum's.
2158 SceneObjectPart[] ogParts = objectGroup.Parts; 2901 SceneObjectPart[] ogParts = objectGroup.Parts;
@@ -2171,7 +2914,7 @@ namespace OpenSim.Region.Framework.Scenes
2171 2914
2172 // Update the physics flags for the newly added SOP 2915 // Update the physics flags for the newly added SOP
2173 // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??) 2916 // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??)
2174 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive); 2917 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true);
2175 2918
2176 // If the added SOP is physical, also tell the physics engine about the link relationship. 2919 // If the added SOP is physical, also tell the physics engine about the link relationship.
2177 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2920 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
@@ -2189,7 +2932,7 @@ namespace OpenSim.Region.Framework.Scenes
2189 objectGroup.IsDeleted = true; 2932 objectGroup.IsDeleted = true;
2190 2933
2191 objectGroup.m_parts.Clear(); 2934 objectGroup.m_parts.Clear();
2192 2935
2193 // Can't do this yet since backup still makes use of the root part without any synchronization 2936 // Can't do this yet since backup still makes use of the root part without any synchronization
2194// objectGroup.m_rootPart = null; 2937// objectGroup.m_rootPart = null;
2195 2938
@@ -2203,6 +2946,9 @@ namespace OpenSim.Region.Framework.Scenes
2203 // unmoved prims! 2946 // unmoved prims!
2204 ResetChildPrimPhysicsPositions(); 2947 ResetChildPrimPhysicsPositions();
2205 2948
2949 if (m_rootPart.PhysActor != null)
2950 m_rootPart.PhysActor.Building = false;
2951
2206 //HasGroupChanged = true; 2952 //HasGroupChanged = true;
2207 //ScheduleGroupForFullUpdate(); 2953 //ScheduleGroupForFullUpdate();
2208 } 2954 }
@@ -2270,7 +3016,10 @@ namespace OpenSim.Region.Framework.Scenes
2270// m_log.DebugFormat( 3016// m_log.DebugFormat(
2271// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", 3017// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
2272// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); 3018// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
2273 3019
3020 if (m_rootPart.PhysActor != null)
3021 m_rootPart.PhysActor.Building = true;
3022
2274 linkPart.ClearUndoState(); 3023 linkPart.ClearUndoState();
2275 3024
2276 Vector3 worldPos = linkPart.GetWorldPosition(); 3025 Vector3 worldPos = linkPart.GetWorldPosition();
@@ -2341,6 +3090,14 @@ namespace OpenSim.Region.Framework.Scenes
2341 3090
2342 // When we delete a group, we currently have to force persist to the database if the object id has changed 3091 // When we delete a group, we currently have to force persist to the database if the object id has changed
2343 // (since delete works by deleting all rows which have a given object id) 3092 // (since delete works by deleting all rows which have a given object id)
3093
3094 // this is as it seems to be in sl now
3095 if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
3096 linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now
3097
3098 if (m_rootPart.PhysActor != null)
3099 m_rootPart.PhysActor.Building = false;
3100
2344 objectGroup.HasGroupChangedDueToDelink = true; 3101 objectGroup.HasGroupChangedDueToDelink = true;
2345 3102
2346 return objectGroup; 3103 return objectGroup;
@@ -2352,6 +3109,8 @@ namespace OpenSim.Region.Framework.Scenes
2352 /// <param name="objectGroup"></param> 3109 /// <param name="objectGroup"></param>
2353 public virtual void DetachFromBackup() 3110 public virtual void DetachFromBackup()
2354 { 3111 {
3112 if (m_scene != null)
3113 m_scene.SceneGraph.FireDetachFromBackup(this);
2355 if (m_isBackedUp && Scene != null) 3114 if (m_isBackedUp && Scene != null)
2356 m_scene.EventManager.OnBackup -= ProcessBackup; 3115 m_scene.EventManager.OnBackup -= ProcessBackup;
2357 3116
@@ -2372,7 +3131,8 @@ namespace OpenSim.Region.Framework.Scenes
2372 Vector3 axPos = part.OffsetPosition; 3131 Vector3 axPos = part.OffsetPosition;
2373 axPos *= parentRot; 3132 axPos *= parentRot;
2374 part.OffsetPosition = axPos; 3133 part.OffsetPosition = axPos;
2375 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 3134 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
3135 part.GroupPosition = newPos;
2376 part.OffsetPosition = Vector3.Zero; 3136 part.OffsetPosition = Vector3.Zero;
2377 3137
2378 // Compution our rotation to be not relative to the old parent 3138 // Compution our rotation to be not relative to the old parent
@@ -2387,7 +3147,7 @@ namespace OpenSim.Region.Framework.Scenes
2387 part.LinkNum = linkNum; 3147 part.LinkNum = linkNum;
2388 3148
2389 // Compute the new position of this SOP relative to the group position 3149 // Compute the new position of this SOP relative to the group position
2390 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 3150 part.OffsetPosition = newPos - AbsolutePosition;
2391 3151
2392 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times. 3152 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times.
2393 // It would have the affect of setting the physics engine position multiple 3153 // It would have the affect of setting the physics engine position multiple
@@ -2397,18 +3157,19 @@ namespace OpenSim.Region.Framework.Scenes
2397 // Rotate the relative position by the rotation of the group 3157 // Rotate the relative position by the rotation of the group
2398 Quaternion rootRotation = m_rootPart.RotationOffset; 3158 Quaternion rootRotation = m_rootPart.RotationOffset;
2399 Vector3 pos = part.OffsetPosition; 3159 Vector3 pos = part.OffsetPosition;
2400 pos *= Quaternion.Inverse(rootRotation); 3160 pos *= Quaternion.Conjugate(rootRotation);
2401 part.OffsetPosition = pos; 3161 part.OffsetPosition = pos;
2402 3162
2403 // Compute the SOP's rotation relative to the rotation of the group. 3163 // Compute the SOP's rotation relative to the rotation of the group.
2404 parentRot = m_rootPart.RotationOffset; 3164 parentRot = m_rootPart.RotationOffset;
2405 oldRot = part.RotationOffset; 3165 oldRot = part.RotationOffset;
2406 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 3166 Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot;
2407 part.RotationOffset = newRot; 3167 part.RotationOffset = newRot;
2408 3168
2409 // Since this SOP's state has changed, push those changes into the physics engine 3169 // Since this SOP's state has changed, push those changes into the physics engine
2410 // and the simulator. 3170 // and the simulator.
2411 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3171 // done on caller
3172// part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2412 } 3173 }
2413 3174
2414 /// <summary> 3175 /// <summary>
@@ -2430,10 +3191,14 @@ namespace OpenSim.Region.Framework.Scenes
2430 { 3191 {
2431 if (!m_rootPart.BlockGrab) 3192 if (!m_rootPart.BlockGrab)
2432 { 3193 {
2433 Vector3 llmoveforce = pos - AbsolutePosition; 3194/* Vector3 llmoveforce = pos - AbsolutePosition;
2434 Vector3 grabforce = llmoveforce; 3195 Vector3 grabforce = llmoveforce;
2435 grabforce = (grabforce / 10) * pa.Mass; 3196 grabforce = (grabforce / 10) * pa.Mass;
2436 pa.AddForce(grabforce, true); 3197 */
3198 // empirically convert distance diference to a impulse
3199 Vector3 grabforce = pos - AbsolutePosition;
3200 grabforce = grabforce * (pa.Mass/ 10.0f);
3201 pa.AddForce(grabforce, false);
2437 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 3202 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
2438 } 3203 }
2439 } 3204 }
@@ -2629,6 +3394,8 @@ namespace OpenSim.Region.Framework.Scenes
2629 /// <param name="SetVolumeDetect"></param> 3394 /// <param name="SetVolumeDetect"></param>
2630 public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect) 3395 public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect)
2631 { 3396 {
3397 HasGroupChanged = true;
3398
2632 SceneObjectPart selectionPart = GetPart(localID); 3399 SceneObjectPart selectionPart = GetPart(localID);
2633 3400
2634 if (SetTemporary && Scene != null) 3401 if (SetTemporary && Scene != null)
@@ -2659,8 +3426,22 @@ namespace OpenSim.Region.Framework.Scenes
2659 } 3426 }
2660 } 3427 }
2661 3428
2662 for (int i = 0; i < parts.Length; i++) 3429 if (parts.Length > 1)
2663 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 3430 {
3431 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3432
3433 for (int i = 0; i < parts.Length; i++)
3434 {
3435
3436 if (parts[i].UUID != m_rootPart.UUID)
3437 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3438 }
3439
3440 if (m_rootPart.PhysActor != null)
3441 m_rootPart.PhysActor.Building = false;
3442 }
3443 else
3444 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
2664 } 3445 }
2665 } 3446 }
2666 3447
@@ -2673,6 +3454,17 @@ namespace OpenSim.Region.Framework.Scenes
2673 } 3454 }
2674 } 3455 }
2675 3456
3457
3458
3459 /// <summary>
3460 /// Gets the number of parts
3461 /// </summary>
3462 /// <returns></returns>
3463 public int GetPartCount()
3464 {
3465 return Parts.Count();
3466 }
3467
2676 /// <summary> 3468 /// <summary>
2677 /// Update the texture entry for this part 3469 /// Update the texture entry for this part
2678 /// </summary> 3470 /// </summary>
@@ -2710,8 +3502,24 @@ namespace OpenSim.Region.Framework.Scenes
2710 { 3502 {
2711 RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF); 3503 RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF);
2712 3504
3505 bool god = Scene.Permissions.IsGod(AgentID);
3506
3507 if (field == 1 && god)
3508 {
3509 ForEachPart(part =>
3510 {
3511 part.BaseMask = RootPart.BaseMask;
3512 });
3513 }
3514
2713 AdjustChildPrimPermissions(); 3515 AdjustChildPrimPermissions();
2714 3516
3517 if (field == 1 && god) // Base mask was set. Update all child part inventories
3518 {
3519 foreach (SceneObjectPart part in Parts)
3520 part.Inventory.ApplyGodPermissions(RootPart.BaseMask);
3521 }
3522
2715 HasGroupChanged = true; 3523 HasGroupChanged = true;
2716 3524
2717 // Send the group's properties to all clients once all parts are updated 3525 // Send the group's properties to all clients once all parts are updated
@@ -2757,8 +3565,6 @@ namespace OpenSim.Region.Framework.Scenes
2757 3565
2758 PhysicsActor pa = m_rootPart.PhysActor; 3566 PhysicsActor pa = m_rootPart.PhysActor;
2759 3567
2760 RootPart.StoreUndoState(true);
2761
2762 if (Scene != null) 3568 if (Scene != null)
2763 { 3569 {
2764 scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X)); 3570 scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X));
@@ -2786,7 +3592,6 @@ namespace OpenSim.Region.Framework.Scenes
2786 SceneObjectPart obPart = parts[i]; 3592 SceneObjectPart obPart = parts[i];
2787 if (obPart.UUID != m_rootPart.UUID) 3593 if (obPart.UUID != m_rootPart.UUID)
2788 { 3594 {
2789// obPart.IgnoreUndoUpdate = true;
2790 Vector3 oldSize = new Vector3(obPart.Scale); 3595 Vector3 oldSize = new Vector3(obPart.Scale);
2791 3596
2792 float f = 1.0f; 3597 float f = 1.0f;
@@ -2898,8 +3703,6 @@ namespace OpenSim.Region.Framework.Scenes
2898 z *= a; 3703 z *= a;
2899 } 3704 }
2900 } 3705 }
2901
2902// obPart.IgnoreUndoUpdate = false;
2903 } 3706 }
2904 } 3707 }
2905 } 3708 }
@@ -2909,9 +3712,7 @@ namespace OpenSim.Region.Framework.Scenes
2909 prevScale.Y *= y; 3712 prevScale.Y *= y;
2910 prevScale.Z *= z; 3713 prevScale.Z *= z;
2911 3714
2912// RootPart.IgnoreUndoUpdate = true;
2913 RootPart.Resize(prevScale); 3715 RootPart.Resize(prevScale);
2914// RootPart.IgnoreUndoUpdate = false;
2915 3716
2916 for (int i = 0; i < parts.Length; i++) 3717 for (int i = 0; i < parts.Length; i++)
2917 { 3718 {
@@ -2919,8 +3720,6 @@ namespace OpenSim.Region.Framework.Scenes
2919 3720
2920 if (obPart.UUID != m_rootPart.UUID) 3721 if (obPart.UUID != m_rootPart.UUID)
2921 { 3722 {
2922 obPart.IgnoreUndoUpdate = true;
2923
2924 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3723 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2925 currentpos.X *= x; 3724 currentpos.X *= x;
2926 currentpos.Y *= y; 3725 currentpos.Y *= y;
@@ -2933,16 +3732,12 @@ namespace OpenSim.Region.Framework.Scenes
2933 3732
2934 obPart.Resize(newSize); 3733 obPart.Resize(newSize);
2935 obPart.UpdateOffSet(currentpos); 3734 obPart.UpdateOffSet(currentpos);
2936
2937 obPart.IgnoreUndoUpdate = false;
2938 } 3735 }
2939 3736
2940// obPart.IgnoreUndoUpdate = false; 3737 HasGroupChanged = true;
2941// obPart.StoreUndoState(); 3738 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3739 ScheduleGroupForTerseUpdate();
2942 } 3740 }
2943
2944// m_log.DebugFormat(
2945// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
2946 } 3741 }
2947 3742
2948 #endregion 3743 #endregion
@@ -2955,14 +3750,6 @@ namespace OpenSim.Region.Framework.Scenes
2955 /// <param name="pos"></param> 3750 /// <param name="pos"></param>
2956 public void UpdateGroupPosition(Vector3 pos) 3751 public void UpdateGroupPosition(Vector3 pos)
2957 { 3752 {
2958// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
2959
2960 RootPart.StoreUndoState(true);
2961
2962// SceneObjectPart[] parts = m_parts.GetArray();
2963// for (int i = 0; i < parts.Length; i++)
2964// parts[i].StoreUndoState();
2965
2966 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3753 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2967 { 3754 {
2968 if (IsAttachment) 3755 if (IsAttachment)
@@ -2995,21 +3782,17 @@ namespace OpenSim.Region.Framework.Scenes
2995 /// </summary> 3782 /// </summary>
2996 /// <param name="pos"></param> 3783 /// <param name="pos"></param>
2997 /// <param name="localID"></param> 3784 /// <param name="localID"></param>
3785 ///
3786
2998 public void UpdateSinglePosition(Vector3 pos, uint localID) 3787 public void UpdateSinglePosition(Vector3 pos, uint localID)
2999 { 3788 {
3000 SceneObjectPart part = GetPart(localID); 3789 SceneObjectPart part = GetPart(localID);
3001 3790
3002// SceneObjectPart[] parts = m_parts.GetArray();
3003// for (int i = 0; i < parts.Length; i++)
3004// parts[i].StoreUndoState();
3005
3006 if (part != null) 3791 if (part != null)
3007 { 3792 {
3008// m_log.DebugFormat( 3793// unlock parts position change
3009// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); 3794 if (m_rootPart.PhysActor != null)
3010 3795 m_rootPart.PhysActor.Building = true;
3011 part.StoreUndoState(false);
3012 part.IgnoreUndoUpdate = true;
3013 3796
3014 if (part.UUID == m_rootPart.UUID) 3797 if (part.UUID == m_rootPart.UUID)
3015 { 3798 {
@@ -3020,8 +3803,10 @@ namespace OpenSim.Region.Framework.Scenes
3020 part.UpdateOffSet(pos); 3803 part.UpdateOffSet(pos);
3021 } 3804 }
3022 3805
3806 if (m_rootPart.PhysActor != null)
3807 m_rootPart.PhysActor.Building = false;
3808
3023 HasGroupChanged = true; 3809 HasGroupChanged = true;
3024 part.IgnoreUndoUpdate = false;
3025 } 3810 }
3026 } 3811 }
3027 3812
@@ -3031,13 +3816,7 @@ namespace OpenSim.Region.Framework.Scenes
3031 /// <param name="newPos"></param> 3816 /// <param name="newPos"></param>
3032 public void UpdateRootPosition(Vector3 newPos) 3817 public void UpdateRootPosition(Vector3 newPos)
3033 { 3818 {
3034// m_log.DebugFormat( 3819 // needs to be called with phys building true
3035// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
3036
3037// SceneObjectPart[] parts = m_parts.GetArray();
3038// for (int i = 0; i < parts.Length; i++)
3039// parts[i].StoreUndoState();
3040
3041 Vector3 oldPos; 3820 Vector3 oldPos;
3042 3821
3043 // FIXME: This improves the situation where editing just the root prim of an attached object would send 3822 // FIXME: This improves the situation where editing just the root prim of an attached object would send
@@ -3063,7 +3842,14 @@ namespace OpenSim.Region.Framework.Scenes
3063 AbsolutePosition = newPos; 3842 AbsolutePosition = newPos;
3064 3843
3065 HasGroupChanged = true; 3844 HasGroupChanged = true;
3066 ScheduleGroupForTerseUpdate(); 3845 if (m_rootPart.Undoing)
3846 {
3847 ScheduleGroupForFullUpdate();
3848 }
3849 else
3850 {
3851 ScheduleGroupForTerseUpdate();
3852 }
3067 } 3853 }
3068 3854
3069 #endregion 3855 #endregion
@@ -3076,24 +3862,16 @@ namespace OpenSim.Region.Framework.Scenes
3076 /// <param name="rot"></param> 3862 /// <param name="rot"></param>
3077 public void UpdateGroupRotationR(Quaternion rot) 3863 public void UpdateGroupRotationR(Quaternion rot)
3078 { 3864 {
3079// m_log.DebugFormat(
3080// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
3081
3082// SceneObjectPart[] parts = m_parts.GetArray();
3083// for (int i = 0; i < parts.Length; i++)
3084// parts[i].StoreUndoState();
3085
3086 m_rootPart.StoreUndoState(true);
3087
3088 m_rootPart.UpdateRotation(rot); 3865 m_rootPart.UpdateRotation(rot);
3089 3866
3867/* this is done by rootpart RotationOffset set called by UpdateRotation
3090 PhysicsActor actor = m_rootPart.PhysActor; 3868 PhysicsActor actor = m_rootPart.PhysActor;
3091 if (actor != null) 3869 if (actor != null)
3092 { 3870 {
3093 actor.Orientation = m_rootPart.RotationOffset; 3871 actor.Orientation = m_rootPart.RotationOffset;
3094 m_scene.PhysicsScene.AddPhysicsActorTaint(actor); 3872 m_scene.PhysicsScene.AddPhysicsActorTaint(actor);
3095 } 3873 }
3096 3874*/
3097 HasGroupChanged = true; 3875 HasGroupChanged = true;
3098 ScheduleGroupForTerseUpdate(); 3876 ScheduleGroupForTerseUpdate();
3099 } 3877 }
@@ -3105,16 +3883,6 @@ namespace OpenSim.Region.Framework.Scenes
3105 /// <param name="rot"></param> 3883 /// <param name="rot"></param>
3106 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 3884 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
3107 { 3885 {
3108// m_log.DebugFormat(
3109// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
3110
3111// SceneObjectPart[] parts = m_parts.GetArray();
3112// for (int i = 0; i < parts.Length; i++)
3113// parts[i].StoreUndoState();
3114
3115 RootPart.StoreUndoState(true);
3116 RootPart.IgnoreUndoUpdate = true;
3117
3118 m_rootPart.UpdateRotation(rot); 3886 m_rootPart.UpdateRotation(rot);
3119 3887
3120 PhysicsActor actor = m_rootPart.PhysActor; 3888 PhysicsActor actor = m_rootPart.PhysActor;
@@ -3133,8 +3901,6 @@ namespace OpenSim.Region.Framework.Scenes
3133 3901
3134 HasGroupChanged = true; 3902 HasGroupChanged = true;
3135 ScheduleGroupForTerseUpdate(); 3903 ScheduleGroupForTerseUpdate();
3136
3137 RootPart.IgnoreUndoUpdate = false;
3138 } 3904 }
3139 3905
3140 /// <summary> 3906 /// <summary>
@@ -3147,13 +3913,11 @@ namespace OpenSim.Region.Framework.Scenes
3147 SceneObjectPart part = GetPart(localID); 3913 SceneObjectPart part = GetPart(localID);
3148 3914
3149 SceneObjectPart[] parts = m_parts.GetArray(); 3915 SceneObjectPart[] parts = m_parts.GetArray();
3150 for (int i = 0; i < parts.Length; i++)
3151 parts[i].StoreUndoState();
3152 3916
3153 if (part != null) 3917 if (part != null)
3154 { 3918 {
3155// m_log.DebugFormat( 3919 if (m_rootPart.PhysActor != null)
3156// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); 3920 m_rootPart.PhysActor.Building = true;
3157 3921
3158 if (part.UUID == m_rootPart.UUID) 3922 if (part.UUID == m_rootPart.UUID)
3159 { 3923 {
@@ -3163,6 +3927,9 @@ namespace OpenSim.Region.Framework.Scenes
3163 { 3927 {
3164 part.UpdateRotation(rot); 3928 part.UpdateRotation(rot);
3165 } 3929 }
3930
3931 if (m_rootPart.PhysActor != null)
3932 m_rootPart.PhysActor.Building = false;
3166 } 3933 }
3167 } 3934 }
3168 3935
@@ -3176,12 +3943,8 @@ namespace OpenSim.Region.Framework.Scenes
3176 SceneObjectPart part = GetPart(localID); 3943 SceneObjectPart part = GetPart(localID);
3177 if (part != null) 3944 if (part != null)
3178 { 3945 {
3179// m_log.DebugFormat( 3946 if (m_rootPart.PhysActor != null)
3180// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", 3947 m_rootPart.PhysActor.Building = true;
3181// part.Name, part.LocalId, rot);
3182
3183 part.StoreUndoState();
3184 part.IgnoreUndoUpdate = true;
3185 3948
3186 if (part.UUID == m_rootPart.UUID) 3949 if (part.UUID == m_rootPart.UUID)
3187 { 3950 {
@@ -3194,7 +3957,8 @@ namespace OpenSim.Region.Framework.Scenes
3194 part.OffsetPosition = pos; 3957 part.OffsetPosition = pos;
3195 } 3958 }
3196 3959
3197 part.IgnoreUndoUpdate = false; 3960 if (m_rootPart.PhysActor != null)
3961 m_rootPart.PhysActor.Building = false;
3198 } 3962 }
3199 } 3963 }
3200 3964
@@ -3204,15 +3968,12 @@ namespace OpenSim.Region.Framework.Scenes
3204 /// <param name="rot"></param> 3968 /// <param name="rot"></param>
3205 public void UpdateRootRotation(Quaternion rot) 3969 public void UpdateRootRotation(Quaternion rot)
3206 { 3970 {
3207// m_log.DebugFormat( 3971 // needs to be called with phys building true
3208// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
3209// Name, LocalId, rot);
3210
3211 Quaternion axRot = rot; 3972 Quaternion axRot = rot;
3212 Quaternion oldParentRot = m_rootPart.RotationOffset; 3973 Quaternion oldParentRot = m_rootPart.RotationOffset;
3213 3974
3214 m_rootPart.StoreUndoState(); 3975 //Don't use UpdateRotation because it schedules an update prematurely
3215 m_rootPart.UpdateRotation(rot); 3976 m_rootPart.RotationOffset = rot;
3216 3977
3217 PhysicsActor pa = m_rootPart.PhysActor; 3978 PhysicsActor pa = m_rootPart.PhysActor;
3218 3979
@@ -3228,35 +3989,145 @@ namespace OpenSim.Region.Framework.Scenes
3228 SceneObjectPart prim = parts[i]; 3989 SceneObjectPart prim = parts[i];
3229 if (prim.UUID != m_rootPart.UUID) 3990 if (prim.UUID != m_rootPart.UUID)
3230 { 3991 {
3231 prim.IgnoreUndoUpdate = true; 3992 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3993 NewRot = Quaternion.Inverse(axRot) * NewRot;
3994 prim.RotationOffset = NewRot;
3995
3232 Vector3 axPos = prim.OffsetPosition; 3996 Vector3 axPos = prim.OffsetPosition;
3997
3233 axPos *= oldParentRot; 3998 axPos *= oldParentRot;
3234 axPos *= Quaternion.Inverse(axRot); 3999 axPos *= Quaternion.Inverse(axRot);
3235 prim.OffsetPosition = axPos; 4000 prim.OffsetPosition = axPos;
3236 Quaternion primsRot = prim.RotationOffset; 4001 }
3237 Quaternion newRot = oldParentRot * primsRot; 4002 }
3238 newRot = Quaternion.Inverse(axRot) * newRot;
3239 prim.RotationOffset = newRot;
3240 prim.ScheduleTerseUpdate();
3241 prim.IgnoreUndoUpdate = false;
3242 }
3243 }
3244
3245// for (int i = 0; i < parts.Length; i++)
3246// {
3247// SceneObjectPart childpart = parts[i];
3248// if (childpart != m_rootPart)
3249// {
3250//// childpart.IgnoreUndoUpdate = false;
3251//// childpart.StoreUndoState();
3252// }
3253// }
3254 4003
3255 m_rootPart.ScheduleTerseUpdate(); 4004 HasGroupChanged = true;
4005 ScheduleGroupForFullUpdate();
4006 }
3256 4007
3257// m_log.DebugFormat( 4008 private enum updatetype :int
3258// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 4009 {
3259// Name, LocalId, rot); 4010 none = 0,
4011 partterse = 1,
4012 partfull = 2,
4013 groupterse = 3,
4014 groupfull = 4
4015 }
4016
4017 public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
4018 {
4019 // TODO this still as excessive *.Schedule*Update()s
4020
4021 if (part != null && part.ParentGroup != null)
4022 {
4023 ObjectChangeType change = data.change;
4024 bool togroup = ((change & ObjectChangeType.Group) != 0);
4025 // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use
4026
4027 SceneObjectGroup group = part.ParentGroup;
4028 PhysicsActor pha = group.RootPart.PhysActor;
4029
4030 updatetype updateType = updatetype.none;
4031
4032 if (togroup)
4033 {
4034 // related to group
4035 if ((change & (ObjectChangeType.Rotation | ObjectChangeType.Position)) != 0)
4036 {
4037 if ((change & ObjectChangeType.Rotation) != 0)
4038 {
4039 group.RootPart.UpdateRotation(data.rotation);
4040 updateType = updatetype.none;
4041 }
4042 if ((change & ObjectChangeType.Position) != 0)
4043 {
4044 if (IsAttachment || m_scene.Permissions.CanObjectEntry(group.UUID, false, data.position))
4045 UpdateGroupPosition(data.position);
4046 updateType = updatetype.groupterse;
4047 }
4048 else
4049 // ugly rotation update of all parts
4050 {
4051 group.ResetChildPrimPhysicsPositions();
4052 }
4053
4054 }
4055 if ((change & ObjectChangeType.Scale) != 0)
4056 {
4057 if (pha != null)
4058 pha.Building = true;
4059
4060 group.GroupResize(data.scale);
4061 updateType = updatetype.none;
4062
4063 if (pha != null)
4064 pha.Building = false;
4065 }
4066 }
4067 else
4068 {
4069 // related to single prim in a link-set ( ie group)
4070 if (pha != null)
4071 pha.Building = true;
4072
4073 // root part is special
4074 // parts offset positions or rotations need to change also
4075
4076 if (part == group.RootPart)
4077 {
4078 if ((change & ObjectChangeType.Rotation) != 0)
4079 group.UpdateRootRotation(data.rotation);
4080 if ((change & ObjectChangeType.Position) != 0)
4081 group.UpdateRootPosition(data.position);
4082 if ((change & ObjectChangeType.Scale) != 0)
4083 part.Resize(data.scale);
4084 }
4085 else
4086 {
4087 if ((change & ObjectChangeType.Position) != 0)
4088 {
4089 part.OffsetPosition = data.position;
4090 updateType = updatetype.partterse;
4091 }
4092 if ((change & ObjectChangeType.Rotation) != 0)
4093 {
4094 part.UpdateRotation(data.rotation);
4095 updateType = updatetype.none;
4096 }
4097 if ((change & ObjectChangeType.Scale) != 0)
4098 {
4099 part.Resize(data.scale);
4100 updateType = updatetype.none;
4101 }
4102 }
4103
4104 if (pha != null)
4105 pha.Building = false;
4106 }
4107
4108 if (updateType != updatetype.none)
4109 {
4110 group.HasGroupChanged = true;
4111
4112 switch (updateType)
4113 {
4114 case updatetype.partterse:
4115 part.ScheduleTerseUpdate();
4116 break;
4117 case updatetype.partfull:
4118 part.ScheduleFullUpdate();
4119 break;
4120 case updatetype.groupterse:
4121 group.ScheduleGroupForTerseUpdate();
4122 break;
4123 case updatetype.groupfull:
4124 group.ScheduleGroupForFullUpdate();
4125 break;
4126 default:
4127 break;
4128 }
4129 }
4130 }
3260 } 4131 }
3261 4132
3262 #endregion 4133 #endregion
@@ -3297,6 +4168,8 @@ namespace OpenSim.Region.Framework.Scenes
3297 waypoint.handle = handle; 4168 waypoint.handle = handle;
3298 lock (m_rotTargets) 4169 lock (m_rotTargets)
3299 { 4170 {
4171 if (m_rotTargets.Count >= 8)
4172 m_rotTargets.Remove(m_rotTargets.ElementAt(0).Key);
3300 m_rotTargets.Add(handle, waypoint); 4173 m_rotTargets.Add(handle, waypoint);
3301 } 4174 }
3302 m_scene.AddGroupTarget(this); 4175 m_scene.AddGroupTarget(this);
@@ -3322,6 +4195,8 @@ namespace OpenSim.Region.Framework.Scenes
3322 waypoint.handle = handle; 4195 waypoint.handle = handle;
3323 lock (m_targets) 4196 lock (m_targets)
3324 { 4197 {
4198 if (m_targets.Count >= 8)
4199 m_targets.Remove(m_targets.ElementAt(0).Key);
3325 m_targets.Add(handle, waypoint); 4200 m_targets.Add(handle, waypoint);
3326 } 4201 }
3327 m_scene.AddGroupTarget(this); 4202 m_scene.AddGroupTarget(this);
@@ -3355,10 +4230,11 @@ namespace OpenSim.Region.Framework.Scenes
3355 scriptPosTarget target = m_targets[idx]; 4230 scriptPosTarget target = m_targets[idx];
3356 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance) 4231 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance)
3357 { 4232 {
4233 at_target = true;
4234
3358 // trigger at_target 4235 // trigger at_target
3359 if (m_scriptListens_atTarget) 4236 if (m_scriptListens_atTarget)
3360 { 4237 {
3361 at_target = true;
3362 scriptPosTarget att = new scriptPosTarget(); 4238 scriptPosTarget att = new scriptPosTarget();
3363 att.targetPos = target.targetPos; 4239 att.targetPos = target.targetPos;
3364 att.tolerance = target.tolerance; 4240 att.tolerance = target.tolerance;
@@ -3476,11 +4352,50 @@ namespace OpenSim.Region.Framework.Scenes
3476 } 4352 }
3477 } 4353 }
3478 } 4354 }
3479 4355
4356 public Vector3 GetGeometricCenter()
4357 {
4358 // this is not real geometric center but a average of positions relative to root prim acording to
4359 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
4360 // ignoring tortured prims details since sl also seems to ignore
4361 // so no real use in doing it on physics
4362
4363 Vector3 gc = Vector3.Zero;
4364
4365 int nparts = m_parts.Count;
4366 if (nparts <= 1)
4367 return gc;
4368
4369 SceneObjectPart[] parts = m_parts.GetArray();
4370 nparts = parts.Length; // just in case it changed
4371 if (nparts <= 1)
4372 return gc;
4373
4374 Quaternion parentRot = RootPart.RotationOffset;
4375 Vector3 pPos;
4376
4377 // average all parts positions
4378 for (int i = 0; i < nparts; i++)
4379 {
4380 // do it directly
4381 // gc += parts[i].GetWorldPosition();
4382 if (parts[i] != RootPart)
4383 {
4384 pPos = parts[i].OffsetPosition;
4385 gc += pPos;
4386 }
4387
4388 }
4389 gc /= nparts;
4390
4391 // relative to root:
4392// gc -= AbsolutePosition;
4393 return gc;
4394 }
4395
3480 public float GetMass() 4396 public float GetMass()
3481 { 4397 {
3482 float retmass = 0f; 4398 float retmass = 0f;
3483
3484 SceneObjectPart[] parts = m_parts.GetArray(); 4399 SceneObjectPart[] parts = m_parts.GetArray();
3485 for (int i = 0; i < parts.Length; i++) 4400 for (int i = 0; i < parts.Length; i++)
3486 retmass += parts[i].GetMass(); 4401 retmass += parts[i].GetMass();
@@ -3488,6 +4403,39 @@ namespace OpenSim.Region.Framework.Scenes
3488 return retmass; 4403 return retmass;
3489 } 4404 }
3490 4405
4406 // center of mass of full object
4407 public Vector3 GetCenterOfMass()
4408 {
4409 PhysicsActor pa = RootPart.PhysActor;
4410
4411 if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null)
4412 {
4413 // physics knows better about center of mass of physical prims
4414 Vector3 tmp = pa.CenterOfMass;
4415 return tmp;
4416 }
4417
4418 Vector3 Ptot = Vector3.Zero;
4419 float totmass = 0f;
4420 float m;
4421
4422 SceneObjectPart[] parts = m_parts.GetArray();
4423 for (int i = 0; i < parts.Length; i++)
4424 {
4425 m = parts[i].GetMass();
4426 Ptot += parts[i].GetPartCenterOfMass() * m;
4427 totmass += m;
4428 }
4429
4430 if (totmass == 0)
4431 totmass = 0;
4432 else
4433 totmass = 1 / totmass;
4434 Ptot *= totmass;
4435
4436 return Ptot;
4437 }
4438
3491 /// <summary> 4439 /// <summary>
3492 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that 4440 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that
3493 /// the physics engine can use it. 4441 /// the physics engine can use it.
@@ -3667,6 +4615,14 @@ namespace OpenSim.Region.Framework.Scenes
3667 FromItemID = uuid; 4615 FromItemID = uuid;
3668 } 4616 }
3669 4617
4618 public void ResetOwnerChangeFlag()
4619 {
4620 ForEachPart(delegate(SceneObjectPart part)
4621 {
4622 part.ResetOwnerChangeFlag();
4623 });
4624 }
4625
3670 #endregion 4626 #endregion
3671 } 4627 }
3672} 4628}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index dcbb509..5851ec6 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -64,7 +64,8 @@ namespace OpenSim.Region.Framework.Scenes
64 TELEPORT = 512, 64 TELEPORT = 512,
65 REGION_RESTART = 1024, 65 REGION_RESTART = 1024,
66 MEDIA = 2048, 66 MEDIA = 2048,
67 ANIMATION = 16384 67 ANIMATION = 16384,
68 POSITION = 32768
68 } 69 }
69 70
70 // I don't really know where to put this except here. 71 // I don't really know where to put this except here.
@@ -123,7 +124,18 @@ namespace OpenSim.Region.Framework.Scenes
123 /// Denote all sides of the prim 124 /// Denote all sides of the prim
124 /// </value> 125 /// </value>
125 public const int ALL_SIDES = -1; 126 public const int ALL_SIDES = -1;
126 127
128 private const scriptEvents PhysicsNeededSubsEvents = (
129 scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end |
130 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
131 );
132 private const scriptEvents PhyscicsPhantonSubsEvents = (
133 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
134 );
135 private const scriptEvents PhyscicsVolumeDtcSubsEvents = (
136 scriptEvents.collision_start | scriptEvents.collision_end
137 );
138
127 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 139 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
128 140
129 /// <summary> 141 /// <summary>
@@ -160,7 +172,7 @@ namespace OpenSim.Region.Framework.Scenes
160 /// </remarks> 172 /// </remarks>
161 public bool IsRoot 173 public bool IsRoot
162 { 174 {
163 get { return ParentGroup.RootPart == this; } 175 get { return Object.ReferenceEquals(ParentGroup.RootPart, this); }
164 } 176 }
165 177
166 /// <summary> 178 /// <summary>
@@ -233,6 +245,18 @@ namespace OpenSim.Region.Framework.Scenes
233 245
234 public uint TimeStampTerse; 246 public uint TimeStampTerse;
235 247
248 // The following two are to hold the attachment data
249 // while an object is inworld
250 [XmlIgnore]
251 public byte AttachPoint = 0;
252
253 [XmlIgnore]
254 public Vector3 AttachOffset = Vector3.Zero;
255
256 [XmlIgnore]
257 public Quaternion AttachRotation = Quaternion.Identity;
258
259 [XmlIgnore]
236 public int STATUS_ROTATE_X; 260 public int STATUS_ROTATE_X;
237 261
238 public int STATUS_ROTATE_Y; 262 public int STATUS_ROTATE_Y;
@@ -259,8 +283,7 @@ namespace OpenSim.Region.Framework.Scenes
259 283
260 public Vector3 RotationAxis = Vector3.One; 284 public Vector3 RotationAxis = Vector3.One;
261 285
262 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 286 public bool VolumeDetectActive;
263 // Certainly this must be a persistant setting finally
264 287
265 public bool IsWaitingForFirstSpinUpdatePacket; 288 public bool IsWaitingForFirstSpinUpdatePacket;
266 289
@@ -300,10 +323,10 @@ namespace OpenSim.Region.Framework.Scenes
300 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 323 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
301 private Vector3 m_sitTargetPosition; 324 private Vector3 m_sitTargetPosition;
302 private string m_sitAnimation = "SIT"; 325 private string m_sitAnimation = "SIT";
326 private bool m_occupied; // KF if any av is sitting on this prim
303 private string m_text = String.Empty; 327 private string m_text = String.Empty;
304 private string m_touchName = String.Empty; 328 private string m_touchName = String.Empty;
305 private readonly List<UndoState> m_undo = new List<UndoState>(5); 329 private UndoRedoState m_UndoRedo = null;
306 private readonly List<UndoState> m_redo = new List<UndoState>(5);
307 330
308 private bool m_passTouches = false; 331 private bool m_passTouches = false;
309 private bool m_passCollisions = false; 332 private bool m_passCollisions = false;
@@ -331,14 +354,20 @@ namespace OpenSim.Region.Framework.Scenes
331 protected Vector3 m_lastVelocity; 354 protected Vector3 m_lastVelocity;
332 protected Vector3 m_lastAcceleration; 355 protected Vector3 m_lastAcceleration;
333 protected Vector3 m_lastAngularVelocity; 356 protected Vector3 m_lastAngularVelocity;
334 protected int m_lastTerseSent; 357 protected int m_lastUpdateSentTime;
358 protected float m_buoyancy = 0.0f;
359 protected Vector3 m_force;
360 protected Vector3 m_torque;
335 361
336 protected byte m_physicsShapeType = (byte)PhysShapeType.prim; 362 protected byte m_physicsShapeType = (byte)PhysShapeType.prim;
337 protected float m_density = 1000.0f; // in kg/m^3 363 protected float m_density = 1000.0f; // in kg/m^3
338 protected float m_gravitymod = 1.0f; 364 protected float m_gravitymod = 1.0f;
339 protected float m_friction = 0.6f; // wood 365 protected float m_friction = 0.6f; // wood
340 protected float m_bounce = 0.5f; // wood 366 protected float m_bounce = 0.5f; // wood
341 367
368
369 protected bool m_isSelected = false;
370
342 /// <summary> 371 /// <summary>
343 /// Stores media texture data 372 /// Stores media texture data
344 /// </summary> 373 /// </summary>
@@ -350,15 +379,23 @@ namespace OpenSim.Region.Framework.Scenes
350 private Vector3 m_cameraAtOffset; 379 private Vector3 m_cameraAtOffset;
351 private bool m_forceMouselook; 380 private bool m_forceMouselook;
352 381
353 // TODO: Collision sound should have default. 382
383 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
384 private sbyte m_collisionSoundType;
354 private UUID m_collisionSound; 385 private UUID m_collisionSound;
355 private float m_collisionSoundVolume; 386 private float m_collisionSoundVolume;
356 387
388 private int LastColSoundSentTime;
389
390
391 private SOPVehicle m_vehicleParams = null;
392
357 public KeyframeMotion KeyframeMotion 393 public KeyframeMotion KeyframeMotion
358 { 394 {
359 get; set; 395 get; set;
360 } 396 }
361 397
398
362 #endregion Fields 399 #endregion Fields
363 400
364// ~SceneObjectPart() 401// ~SceneObjectPart()
@@ -388,6 +425,7 @@ namespace OpenSim.Region.Framework.Scenes
388 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from 425 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
389 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log 426 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log
390 m_inventory = new SceneObjectPartInventory(this); 427 m_inventory = new SceneObjectPartInventory(this);
428 LastColSoundSentTime = Util.EnvironmentTickCount();
391 } 429 }
392 430
393 /// <summary> 431 /// <summary>
@@ -402,7 +440,7 @@ namespace OpenSim.Region.Framework.Scenes
402 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 440 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
403 Quaternion rotationOffset, Vector3 offsetPosition) : this() 441 Quaternion rotationOffset, Vector3 offsetPosition) : this()
404 { 442 {
405 m_name = "Primitive"; 443 m_name = "Object";
406 444
407 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 445 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
408 LastOwnerID = CreatorID = OwnerID = ownerID; 446 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -441,7 +479,7 @@ namespace OpenSim.Region.Framework.Scenes
441 private uint _ownerMask = (uint)(PermissionMask.All | PermissionMask.Export); 479 private uint _ownerMask = (uint)(PermissionMask.All | PermissionMask.Export);
442 private uint _groupMask = (uint)PermissionMask.None; 480 private uint _groupMask = (uint)PermissionMask.None;
443 private uint _everyoneMask = (uint)PermissionMask.None; 481 private uint _everyoneMask = (uint)PermissionMask.None;
444 private uint _nextOwnerMask = (uint)PermissionMask.All; 482 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
445 private PrimFlags _flags = PrimFlags.None; 483 private PrimFlags _flags = PrimFlags.None;
446 private DateTime m_expires; 484 private DateTime m_expires;
447 private DateTime m_rezzed; 485 private DateTime m_rezzed;
@@ -539,12 +577,16 @@ namespace OpenSim.Region.Framework.Scenes
539 } 577 }
540 578
541 /// <value> 579 /// <value>
542 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 580 /// Get the inventory list
543 /// </value> 581 /// </value>
544 public TaskInventoryDictionary TaskInventory 582 public TaskInventoryDictionary TaskInventory
545 { 583 {
546 get { return m_inventory.Items; } 584 get {
547 set { m_inventory.Items = value; } 585 return m_inventory.Items;
586 }
587 set {
588 m_inventory.Items = value;
589 }
548 } 590 }
549 591
550 /// <summary> 592 /// <summary>
@@ -594,20 +636,6 @@ namespace OpenSim.Region.Framework.Scenes
594 } 636 }
595 } 637 }
596 638
597 public byte Material
598 {
599 get { return (byte) m_material; }
600 set
601 {
602 m_material = (Material)value;
603
604 PhysicsActor pa = PhysActor;
605
606 if (pa != null)
607 pa.SetMaterial((int)value);
608 }
609 }
610
611 [XmlIgnore] 639 [XmlIgnore]
612 public bool PassTouches 640 public bool PassTouches
613 { 641 {
@@ -633,6 +661,18 @@ namespace OpenSim.Region.Framework.Scenes
633 } 661 }
634 } 662 }
635 663
664 public bool IsSelected
665 {
666 get { return m_isSelected; }
667 set
668 {
669 m_isSelected = value;
670 if (ParentGroup != null)
671 ParentGroup.PartSelectChanged(value);
672 }
673 }
674
675
636 public Dictionary<int, string> CollisionFilter 676 public Dictionary<int, string> CollisionFilter
637 { 677 {
638 get { return m_CollisionFilter; } 678 get { return m_CollisionFilter; }
@@ -701,14 +741,12 @@ namespace OpenSim.Region.Framework.Scenes
701 set { m_LoopSoundSlavePrims = value; } 741 set { m_LoopSoundSlavePrims = value; }
702 } 742 }
703 743
704
705 public Byte[] TextureAnimation 744 public Byte[] TextureAnimation
706 { 745 {
707 get { return m_TextureAnimation; } 746 get { return m_TextureAnimation; }
708 set { m_TextureAnimation = value; } 747 set { m_TextureAnimation = value; }
709 } 748 }
710 749
711
712 public Byte[] ParticleSystem 750 public Byte[] ParticleSystem
713 { 751 {
714 get { return m_particleSystem; } 752 get { return m_particleSystem; }
@@ -745,9 +783,12 @@ namespace OpenSim.Region.Framework.Scenes
745 { 783 {
746 // If this is a linkset, we don't want the physics engine mucking up our group position here. 784 // If this is a linkset, we don't want the physics engine mucking up our group position here.
747 PhysicsActor actor = PhysActor; 785 PhysicsActor actor = PhysActor;
748 // If physical and the root prim of a linkset, the position of the group is what physics thinks. 786 if (ParentID == 0)
749 if (actor != null && ParentID == 0) 787 {
750 m_groupPosition = actor.Position; 788 if (actor != null)
789 m_groupPosition = actor.Position;
790 return m_groupPosition;
791 }
751 792
752 // If I'm an attachment, my position is reported as the position of who I'm attached to 793 // If I'm an attachment, my position is reported as the position of who I'm attached to
753 if (ParentGroup.IsAttachment) 794 if (ParentGroup.IsAttachment)
@@ -757,14 +798,16 @@ namespace OpenSim.Region.Framework.Scenes
757 return sp.AbsolutePosition; 798 return sp.AbsolutePosition;
758 } 799 }
759 800
801 // use root prim's group position. Physics may have updated it
802 if (ParentGroup.RootPart != this)
803 m_groupPosition = ParentGroup.RootPart.GroupPosition;
760 return m_groupPosition; 804 return m_groupPosition;
761 } 805 }
762 set 806 set
763 { 807 {
764 m_groupPosition = value; 808 m_groupPosition = value;
765
766 PhysicsActor actor = PhysActor; 809 PhysicsActor actor = PhysActor;
767 if (actor != null) 810 if (actor != null && ParentGroup.Scene.PhysicsScene != null)
768 { 811 {
769 try 812 try
770 { 813 {
@@ -789,16 +832,6 @@ namespace OpenSim.Region.Framework.Scenes
789 m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e); 832 m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e);
790 } 833 }
791 } 834 }
792
793 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
794 if (SitTargetAvatar != UUID.Zero)
795 {
796 ScenePresence avatar;
797 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
798 {
799 avatar.ParentPosition = GetWorldPosition();
800 }
801 }
802 } 835 }
803 } 836 }
804 837
@@ -807,7 +840,7 @@ namespace OpenSim.Region.Framework.Scenes
807 get { return m_offsetPosition; } 840 get { return m_offsetPosition; }
808 set 841 set
809 { 842 {
810// StoreUndoState(); 843 Vector3 oldpos = m_offsetPosition;
811 m_offsetPosition = value; 844 m_offsetPosition = value;
812 845
813 if (ParentGroup != null && !ParentGroup.IsDeleted) 846 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -819,10 +852,25 @@ namespace OpenSim.Region.Framework.Scenes
819 actor.Orientation = GetWorldRotation(); 852 actor.Orientation = GetWorldRotation();
820 853
821 // Tell the physics engines that this prim changed. 854 // Tell the physics engines that this prim changed.
822 if (ParentGroup.Scene != null) 855 if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null)
823 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 856 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
824 } 857 }
858
859 if (!m_parentGroup.m_dupeInProgress)
860 {
861 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
862 foreach (ScenePresence av in avs)
863 {
864 if (av.ParentID == m_localId)
865 {
866 Vector3 offset = (m_offsetPosition - oldpos);
867 av.AbsolutePosition += offset;
868 av.SendAvatarDataToAllAgents();
869 }
870 }
871 }
825 } 872 }
873 TriggerScriptChangedEvent(Changed.POSITION);
826 } 874 }
827 } 875 }
828 876
@@ -873,7 +921,7 @@ namespace OpenSim.Region.Framework.Scenes
873 921
874 set 922 set
875 { 923 {
876 StoreUndoState(); 924// StoreUndoState();
877 m_rotationOffset = value; 925 m_rotationOffset = value;
878 926
879 PhysicsActor actor = PhysActor; 927 PhysicsActor actor = PhysActor;
@@ -961,19 +1009,36 @@ namespace OpenSim.Region.Framework.Scenes
961 get 1009 get
962 { 1010 {
963 PhysicsActor actor = PhysActor; 1011 PhysicsActor actor = PhysActor;
964 if ((actor != null) && actor.IsPhysical) 1012 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this)
965 { 1013 {
966 m_angularVelocity = actor.RotationalVelocity; 1014 m_angularVelocity = actor.RotationalVelocity;
967 } 1015 }
968 return m_angularVelocity; 1016 return m_angularVelocity;
969 } 1017 }
970 set { m_angularVelocity = value; } 1018 set
1019 {
1020 m_angularVelocity = value;
1021 PhysicsActor actor = PhysActor;
1022 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this && VehicleType == (int)Vehicle.TYPE_NONE)
1023 {
1024 actor.RotationalVelocity = m_angularVelocity;
1025 }
1026 }
971 } 1027 }
972 1028
973 /// <summary></summary> 1029 /// <summary></summary>
974 public Vector3 Acceleration 1030 public Vector3 Acceleration
975 { 1031 {
976 get { return m_acceleration; } 1032 get
1033 {
1034 PhysicsActor actor = PhysActor;
1035 if (actor != null)
1036 {
1037 m_acceleration = actor.Acceleration;
1038 }
1039 return m_acceleration;
1040 }
1041
977 set { m_acceleration = value; } 1042 set { m_acceleration = value; }
978 } 1043 }
979 1044
@@ -1041,7 +1106,10 @@ namespace OpenSim.Region.Framework.Scenes
1041 public PrimitiveBaseShape Shape 1106 public PrimitiveBaseShape Shape
1042 { 1107 {
1043 get { return m_shape; } 1108 get { return m_shape; }
1044 set { m_shape = value;} 1109 set
1110 {
1111 m_shape = value;
1112 }
1045 } 1113 }
1046 1114
1047 /// <summary> 1115 /// <summary>
@@ -1054,7 +1122,6 @@ namespace OpenSim.Region.Framework.Scenes
1054 { 1122 {
1055 if (m_shape != null) 1123 if (m_shape != null)
1056 { 1124 {
1057 StoreUndoState();
1058 1125
1059 m_shape.Scale = value; 1126 m_shape.Scale = value;
1060 1127
@@ -1122,10 +1189,7 @@ namespace OpenSim.Region.Framework.Scenes
1122 { 1189 {
1123 get 1190 get
1124 { 1191 {
1125 if (ParentGroup.IsAttachment) 1192 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1126 return GroupPosition;
1127
1128 return m_offsetPosition + m_groupPosition;
1129 } 1193 }
1130 } 1194 }
1131 1195
@@ -1294,6 +1358,13 @@ namespace OpenSim.Region.Framework.Scenes
1294 _flags = value; 1358 _flags = value;
1295 } 1359 }
1296 } 1360 }
1361
1362 [XmlIgnore]
1363 public bool IsOccupied // KF If an av is sittingon this prim
1364 {
1365 get { return m_occupied; }
1366 set { m_occupied = value; }
1367 }
1297 1368
1298 /// <summary> 1369 /// <summary>
1299 /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero 1370 /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero
@@ -1344,12 +1415,41 @@ namespace OpenSim.Region.Framework.Scenes
1344 set { m_sitAnimation = value; } 1415 set { m_sitAnimation = value; }
1345 } 1416 }
1346 1417
1418 public UUID invalidCollisionSoundUUID = new UUID("ffffffff-ffff-ffff-ffff-ffffffffffff");
1419
1420 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
1421 // runtime thing.. do not persist
1422 [XmlIgnore]
1423 public sbyte CollisionSoundType
1424 {
1425 get
1426 {
1427 return m_collisionSoundType;
1428 }
1429 set
1430 {
1431 m_collisionSoundType = value;
1432 if (value == -1)
1433 m_collisionSound = invalidCollisionSoundUUID;
1434 else if (value == 0)
1435 m_collisionSound = UUID.Zero;
1436 }
1437 }
1438
1347 public UUID CollisionSound 1439 public UUID CollisionSound
1348 { 1440 {
1349 get { return m_collisionSound; } 1441 get { return m_collisionSound; }
1350 set 1442 set
1351 { 1443 {
1352 m_collisionSound = value; 1444 m_collisionSound = value;
1445
1446 if (value == invalidCollisionSoundUUID)
1447 m_collisionSoundType = -1;
1448 else if (value == UUID.Zero)
1449 m_collisionSoundType = 0;
1450 else
1451 m_collisionSoundType = 1;
1452
1353 aggregateScriptEvents(); 1453 aggregateScriptEvents();
1354 } 1454 }
1355 } 1455 }
@@ -1360,6 +1460,125 @@ namespace OpenSim.Region.Framework.Scenes
1360 set { m_collisionSoundVolume = value; } 1460 set { m_collisionSoundVolume = value; }
1361 } 1461 }
1362 1462
1463 public float Buoyancy
1464 {
1465 get
1466 {
1467 if (ParentGroup.RootPart == this)
1468 return m_buoyancy;
1469
1470 return ParentGroup.RootPart.Buoyancy;
1471 }
1472 set
1473 {
1474 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1475 {
1476 ParentGroup.RootPart.Buoyancy = value;
1477 return;
1478 }
1479 m_buoyancy = value;
1480 if (PhysActor != null)
1481 PhysActor.Buoyancy = value;
1482 }
1483 }
1484
1485 public Vector3 Force
1486 {
1487 get
1488 {
1489 if (ParentGroup.RootPart == this)
1490 return m_force;
1491
1492 return ParentGroup.RootPart.Force;
1493 }
1494
1495 set
1496 {
1497 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1498 {
1499 ParentGroup.RootPart.Force = value;
1500 return;
1501 }
1502 m_force = value;
1503 if (PhysActor != null)
1504 PhysActor.Force = value;
1505 }
1506 }
1507
1508 public Vector3 Torque
1509 {
1510 get
1511 {
1512 if (ParentGroup.RootPart == this)
1513 return m_torque;
1514
1515 return ParentGroup.RootPart.Torque;
1516 }
1517
1518 set
1519 {
1520 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1521 {
1522 ParentGroup.RootPart.Torque = value;
1523 return;
1524 }
1525 m_torque = value;
1526 if (PhysActor != null)
1527 PhysActor.Torque = value;
1528 }
1529 }
1530
1531 public byte Material
1532 {
1533 get { return (byte)m_material; }
1534 set
1535 {
1536 if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial)
1537 {
1538 bool update = false;
1539
1540 if (m_material != (Material)value)
1541 {
1542 update = true;
1543 m_material = (Material)value;
1544 }
1545
1546 if (m_friction != SOPMaterialData.friction(m_material))
1547 {
1548 update = true;
1549 m_friction = SOPMaterialData.friction(m_material);
1550 }
1551
1552 if (m_bounce != SOPMaterialData.bounce(m_material))
1553 {
1554 update = true;
1555 m_bounce = SOPMaterialData.bounce(m_material);
1556 }
1557
1558 if (update)
1559 {
1560 if (PhysActor != null)
1561 {
1562 PhysActor.SetMaterial((int)value);
1563 }
1564 if(ParentGroup != null)
1565 ParentGroup.HasGroupChanged = true;
1566 ScheduleFullUpdateIfNone();
1567 UpdatePhysRequired = true;
1568 }
1569 }
1570 }
1571 }
1572
1573 // not a propriety to move to methods place later
1574 private bool HasMesh()
1575 {
1576 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1577 return true;
1578 return false;
1579 }
1580
1581 // not a propriety to move to methods place later
1363 public byte DefaultPhysicsShapeType() 1582 public byte DefaultPhysicsShapeType()
1364 { 1583 {
1365 byte type; 1584 byte type;
@@ -1372,6 +1591,65 @@ namespace OpenSim.Region.Framework.Scenes
1372 return type; 1591 return type;
1373 } 1592 }
1374 1593
1594 [XmlIgnore]
1595 public bool UsesComplexCost
1596 {
1597 get
1598 {
1599 byte pst = PhysicsShapeType;
1600 if(pst == (byte) PhysShapeType.none || pst == (byte) PhysShapeType.convex || HasMesh())
1601 return true;
1602 return false;
1603 }
1604 }
1605
1606 [XmlIgnore]
1607 public float PhysicsCost
1608 {
1609 get
1610 {
1611 if(PhysicsShapeType == (byte)PhysShapeType.none)
1612 return 0;
1613
1614 float cost = 0.1f;
1615 if (PhysActor != null)
1616 cost = PhysActor.PhysicsCost;
1617 else
1618 cost = 0.1f;
1619
1620 if ((Flags & PrimFlags.Physics) != 0)
1621 cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3
1622 return cost;
1623 }
1624 }
1625
1626 [XmlIgnore]
1627 public float StreamingCost
1628 {
1629 get
1630 {
1631 float cost;
1632 if (PhysActor != null)
1633 cost = PhysActor.StreamCost;
1634 else
1635 cost = 1.0f;
1636 return 1.0f;
1637 }
1638 }
1639
1640 [XmlIgnore]
1641 public float SimulationCost
1642 {
1643 get
1644 {
1645 // ignoring scripts. Don't like considering them for this
1646 if((Flags & PrimFlags.Physics) != 0)
1647 return 1.0f;
1648
1649 return 0.5f;
1650 }
1651 }
1652
1375 public byte PhysicsShapeType 1653 public byte PhysicsShapeType
1376 { 1654 {
1377 get { return m_physicsShapeType; } 1655 get { return m_physicsShapeType; }
@@ -1405,11 +1683,14 @@ namespace OpenSim.Region.Framework.Scenes
1405 } 1683 }
1406 else if (PhysActor == null) 1684 else if (PhysActor == null)
1407 { 1685 {
1408 ApplyPhysics((uint)Flags, VolumeDetectActive); 1686 ApplyPhysics((uint)Flags, VolumeDetectActive, false);
1687 UpdatePhysicsSubscribedEvents();
1409 } 1688 }
1410 else 1689 else
1411 { 1690 {
1412 PhysActor.PhysicsShapeType = m_physicsShapeType; 1691 PhysActor.PhysicsShapeType = m_physicsShapeType;
1692// if (Shape.SculptEntry)
1693// CheckSculptAndLoad();
1413 } 1694 }
1414 1695
1415 if (ParentGroup != null) 1696 if (ParentGroup != null)
@@ -1511,6 +1792,7 @@ namespace OpenSim.Region.Framework.Scenes
1511 } 1792 }
1512 } 1793 }
1513 1794
1795
1514 #endregion Public Properties with only Get 1796 #endregion Public Properties with only Get
1515 1797
1516 private uint ApplyMask(uint val, bool set, uint mask) 1798 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1656,6 +1938,61 @@ namespace OpenSim.Region.Framework.Scenes
1656 } 1938 }
1657 } 1939 }
1658 1940
1941 // SetVelocity for LSL llSetVelocity.. may need revision if having other uses in future
1942 public void SetVelocity(Vector3 pVel, bool localGlobalTF)
1943 {
1944 if (ParentGroup == null || ParentGroup.IsDeleted)
1945 return;
1946
1947 if (ParentGroup.IsAttachment)
1948 return; // don't work on attachments (for now ??)
1949
1950 SceneObjectPart root = ParentGroup.RootPart;
1951
1952 if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles
1953 return;
1954
1955 PhysicsActor pa = root.PhysActor;
1956
1957 if (pa == null || !pa.IsPhysical)
1958 return;
1959
1960 if (localGlobalTF)
1961 {
1962 pVel = pVel * GetWorldRotation();
1963 }
1964
1965 ParentGroup.Velocity = pVel;
1966 }
1967
1968 // SetAngularVelocity for LSL llSetAngularVelocity.. may need revision if having other uses in future
1969 public void SetAngularVelocity(Vector3 pAngVel, bool localGlobalTF)
1970 {
1971 if (ParentGroup == null || ParentGroup.IsDeleted)
1972 return;
1973
1974 if (ParentGroup.IsAttachment)
1975 return; // don't work on attachments (for now ??)
1976
1977 SceneObjectPart root = ParentGroup.RootPart;
1978
1979 if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles
1980 return;
1981
1982 PhysicsActor pa = root.PhysActor;
1983
1984 if (pa == null || !pa.IsPhysical)
1985 return;
1986
1987 if (localGlobalTF)
1988 {
1989 pAngVel = pAngVel * GetWorldRotation();
1990 }
1991
1992 root.AngularVelocity = pAngVel;
1993 }
1994
1995
1659 /// <summary> 1996 /// <summary>
1660 /// hook to the physics scene to apply angular impulse 1997 /// hook to the physics scene to apply angular impulse
1661 /// This is sent up to the group, which then finds the root prim 1998 /// This is sent up to the group, which then finds the root prim
@@ -1676,7 +2013,7 @@ namespace OpenSim.Region.Framework.Scenes
1676 impulse = newimpulse; 2013 impulse = newimpulse;
1677 } 2014 }
1678 2015
1679 ParentGroup.applyAngularImpulse(impulse); 2016 ParentGroup.ApplyAngularImpulse(impulse);
1680 } 2017 }
1681 2018
1682 /// <summary> 2019 /// <summary>
@@ -1686,20 +2023,24 @@ namespace OpenSim.Region.Framework.Scenes
1686 /// </summary> 2023 /// </summary>
1687 /// <param name="impulsei">Vector force</param> 2024 /// <param name="impulsei">Vector force</param>
1688 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> 2025 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
1689 public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) 2026
2027 // this is actualy Set Torque.. keeping naming so not to edit lslapi also
2028 public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF)
1690 { 2029 {
1691 Vector3 impulse = impulsei; 2030 Vector3 torque = torquei;
1692 2031
1693 if (localGlobalTF) 2032 if (localGlobalTF)
1694 { 2033 {
2034/*
1695 Quaternion grot = GetWorldRotation(); 2035 Quaternion grot = GetWorldRotation();
1696 Quaternion AXgrot = grot; 2036 Quaternion AXgrot = grot;
1697 Vector3 AXimpulsei = impulsei; 2037 Vector3 AXimpulsei = impulsei;
1698 Vector3 newimpulse = AXimpulsei * AXgrot; 2038 Vector3 newimpulse = AXimpulsei * AXgrot;
1699 impulse = newimpulse; 2039 */
2040 torque *= GetWorldRotation();
1700 } 2041 }
1701 2042
1702 ParentGroup.setAngularImpulse(impulse); 2043 Torque = torque;
1703 } 2044 }
1704 2045
1705 /// <summary> 2046 /// <summary>
@@ -1707,7 +2048,9 @@ namespace OpenSim.Region.Framework.Scenes
1707 /// </summary> 2048 /// </summary>
1708 /// <param name="rootObjectFlags"></param> 2049 /// <param name="rootObjectFlags"></param>
1709 /// <param name="VolumeDetectActive"></param> 2050 /// <param name="VolumeDetectActive"></param>
1710 public void ApplyPhysics(uint rootObjectFlags, bool _VolumeDetectActive) 2051 /// <param name="building"></param>
2052
2053 public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building)
1711 { 2054 {
1712 VolumeDetectActive = _VolumeDetectActive; 2055 VolumeDetectActive = _VolumeDetectActive;
1713 2056
@@ -1717,8 +2060,8 @@ namespace OpenSim.Region.Framework.Scenes
1717 if (PhysicsShapeType == (byte)PhysShapeType.none) 2060 if (PhysicsShapeType == (byte)PhysShapeType.none)
1718 return; 2061 return;
1719 2062
1720 bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; 2063 bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0;
1721 bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; 2064 bool isPhantom = (_ObjectFlags & (uint)PrimFlags.Phantom) != 0;
1722 2065
1723 if (_VolumeDetectActive) 2066 if (_VolumeDetectActive)
1724 isPhantom = true; 2067 isPhantom = true;
@@ -1732,7 +2075,8 @@ namespace OpenSim.Region.Framework.Scenes
1732 if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment 2075 if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment
1733 && !(Shape.PathCurve == (byte)Extrusion.Flexible)) 2076 && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1734 { 2077 {
1735 AddToPhysics(isPhysical, isPhantom, isPhysical); 2078 AddToPhysics(isPhysical, isPhantom, building, isPhysical);
2079 UpdatePhysicsSubscribedEvents(); // not sure if appliable here
1736 } 2080 }
1737 else 2081 else
1738 PhysActor = null; // just to be sure 2082 PhysActor = null; // just to be sure
@@ -1787,6 +2131,12 @@ namespace OpenSim.Region.Framework.Scenes
1787 dupe.Category = Category; 2131 dupe.Category = Category;
1788 dupe.m_rezzed = m_rezzed; 2132 dupe.m_rezzed = m_rezzed;
1789 2133
2134 dupe.m_UndoRedo = null;
2135 dupe.m_isSelected = false;
2136
2137 dupe.IgnoreUndoUpdate = false;
2138 dupe.Undoing = false;
2139
1790 dupe.m_inventory = new SceneObjectPartInventory(dupe); 2140 dupe.m_inventory = new SceneObjectPartInventory(dupe);
1791 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); 2141 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
1792 2142
@@ -1802,6 +2152,7 @@ namespace OpenSim.Region.Framework.Scenes
1802 2152
1803 // Move afterwards ResetIDs as it clears the localID 2153 // Move afterwards ResetIDs as it clears the localID
1804 dupe.LocalId = localID; 2154 dupe.LocalId = localID;
2155
1805 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 2156 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1806 dupe.LastOwnerID = OwnerID; 2157 dupe.LastOwnerID = OwnerID;
1807 2158
@@ -1826,8 +2177,12 @@ namespace OpenSim.Region.Framework.Scenes
1826*/ 2177*/
1827 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); 2178 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
1828 dupe.DoPhysicsPropertyUpdate(UsePhysics, true); 2179 dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
2180// dupe.UpdatePhysicsSubscribedEvents(); // not sure...
1829 } 2181 }
1830 2182
2183 if (dupe.PhysActor != null)
2184 dupe.PhysActor.LocalID = localID;
2185
1831 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); 2186 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
1832 2187
1833// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); 2188// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
@@ -1846,10 +2201,10 @@ namespace OpenSim.Region.Framework.Scenes
1846 { 2201 {
1847 if (asset != null) 2202 if (asset != null)
1848 SculptTextureCallback(asset); 2203 SculptTextureCallback(asset);
1849 else 2204// else
1850 m_log.WarnFormat( 2205// m_log.WarnFormat(
1851 "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data", 2206// "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data",
1852 Name, UUID, id); 2207// Name, UUID, id);
1853 } 2208 }
1854*/ 2209*/
1855 /// <summary> 2210 /// <summary>
@@ -1948,6 +2303,7 @@ namespace OpenSim.Region.Framework.Scenes
1948 2303
1949 /// <summary> 2304 /// <summary>
1950 /// Do a physics propery update for this part. 2305 /// Do a physics propery update for this part.
2306 /// now also updates phantom and volume detector
1951 /// </summary> 2307 /// </summary>
1952 /// <param name="UsePhysics"></param> 2308 /// <param name="UsePhysics"></param>
1953 /// <param name="isNew"></param> 2309 /// <param name="isNew"></param>
@@ -1973,64 +2329,69 @@ namespace OpenSim.Region.Framework.Scenes
1973 { 2329 {
1974 if (pa.IsPhysical) // implies UsePhysics==false for this block 2330 if (pa.IsPhysical) // implies UsePhysics==false for this block
1975 { 2331 {
1976 if (!isNew) 2332 if (!isNew) // implies UsePhysics==false for this block
2333 {
1977 ParentGroup.Scene.RemovePhysicalPrim(1); 2334 ParentGroup.Scene.RemovePhysicalPrim(1);
1978 2335
1979 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 2336 Velocity = new Vector3(0, 0, 0);
1980 pa.OnOutOfBounds -= PhysicsOutOfBounds; 2337 Acceleration = new Vector3(0, 0, 0);
1981 pa.delink(); 2338 if (ParentGroup.RootPart == this)
2339 AngularVelocity = new Vector3(0, 0, 0);
1982 2340
1983 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) 2341 if (pa.Phantom && !VolumeDetectActive)
1984 { 2342 {
1985 // destroy all joints connected to this now deactivated body 2343 RemoveFromPhysics();
1986 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); 2344 return;
1987 } 2345 }
1988 2346
1989 // stop client-side interpolation of all joint proxy objects that have just been deleted 2347 pa.IsPhysical = UsePhysics;
1990 // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, 2348 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
1991 // which stops client-side interpolation of deactivated joint proxy objects. 2349 pa.OnOutOfBounds -= PhysicsOutOfBounds;
2350 pa.delink();
2351 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
2352 {
2353 // destroy all joints connected to this now deactivated body
2354 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa);
2355 }
2356 }
1992 } 2357 }
1993 2358
1994 if (!UsePhysics && !isNew) 2359 if (pa.IsPhysical != UsePhysics)
1995 { 2360 pa.IsPhysical = UsePhysics;
1996 // reset velocity to 0 on physics switch-off. Without that, the client thinks the
1997 // prim still has velocity and continues to interpolate its position along the old
1998 // velocity-vector.
1999 Velocity = new Vector3(0, 0, 0);
2000 Acceleration = new Vector3(0, 0, 0);
2001 AngularVelocity = new Vector3(0, 0, 0);
2002 //RotationalVelocity = new Vector3(0, 0, 0);
2003 }
2004 2361
2005 pa.IsPhysical = UsePhysics; 2362 if (UsePhysics)
2363 {
2364 if (ParentGroup.RootPart.KeyframeMotion != null)
2365 ParentGroup.RootPart.KeyframeMotion.Stop();
2366 ParentGroup.RootPart.KeyframeMotion = null;
2367 ParentGroup.Scene.AddPhysicalPrim(1);
2006 2368
2007 // If we're not what we're supposed to be in the physics scene, recreate ourselves. 2369 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
2008 //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 2370 PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
2009 /// that's not wholesome. Had to make Scene public
2010 //PhysActor = null;
2011 2371
2012 if ((Flags & PrimFlags.Phantom) == 0) 2372 if (ParentID != 0 && ParentID != LocalId)
2013 {
2014 if (UsePhysics)
2015 { 2373 {
2016 if (ParentGroup.RootPart.KeyframeMotion != null) 2374 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
2017 ParentGroup.RootPart.KeyframeMotion.Stop();
2018 ParentGroup.RootPart.KeyframeMotion = null;
2019 ParentGroup.Scene.AddPhysicalPrim(1);
2020
2021 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
2022 pa.OnOutOfBounds += PhysicsOutOfBounds;
2023 if (ParentID != 0 && ParentID != LocalId)
2024 {
2025 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
2026 2375
2027 if (parentPa != null) 2376 if (parentPa != null)
2028 { 2377 {
2029 pa.link(parentPa); 2378 pa.link(parentPa);
2030 }
2031 } 2379 }
2032 } 2380 }
2033 } 2381 }
2382 }
2383
2384 bool phan = ((Flags & PrimFlags.Phantom) != 0);
2385 if (pa.Phantom != phan)
2386 pa.Phantom = phan;
2387
2388// some engines dont' have this check still
2389// if (VolumeDetectActive != pa.IsVolumeDtc)
2390 {
2391 if (VolumeDetectActive)
2392 pa.SetVolumeDetect(1);
2393 else
2394 pa.SetVolumeDetect(0);
2034 } 2395 }
2035 2396
2036 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the 2397 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the
@@ -2149,42 +2510,63 @@ namespace OpenSim.Region.Framework.Scenes
2149 2510
2150 public Vector3 GetGeometricCenter() 2511 public Vector3 GetGeometricCenter()
2151 { 2512 {
2513 // this is not real geometric center but a average of positions relative to root prim acording to
2514 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
2515 // ignoring tortured prims details since sl also seems to ignore
2516 // so no real use in doing it on physics
2517 if (ParentGroup.IsDeleted)
2518 return new Vector3(0, 0, 0);
2519
2520 return ParentGroup.GetGeometricCenter();
2521 }
2522
2523 public float GetMass()
2524 {
2152 PhysicsActor pa = PhysActor; 2525 PhysicsActor pa = PhysActor;
2153 2526
2154 if (pa != null) 2527 if (pa != null)
2155 return pa.GeometricCenter; 2528 return pa.Mass;
2156 else 2529 else
2157 return Vector3.Zero; 2530 return 0;
2158 } 2531 }
2159 2532
2160 public Vector3 GetCenterOfMass() 2533 public Vector3 GetCenterOfMass()
2161 { 2534 {
2535 if (ParentGroup.RootPart == this)
2536 {
2537 if (ParentGroup.IsDeleted)
2538 return AbsolutePosition;
2539 return ParentGroup.GetCenterOfMass();
2540 }
2541
2162 PhysicsActor pa = PhysActor; 2542 PhysicsActor pa = PhysActor;
2163 2543
2164 if (pa != null) 2544 if (pa != null)
2165 return pa.CenterOfMass; 2545 {
2546 Vector3 tmp = pa.CenterOfMass;
2547 return tmp;
2548 }
2166 else 2549 else
2167 return Vector3.Zero; 2550 return AbsolutePosition;
2168 } 2551 }
2169 2552
2170 public float GetMass() 2553 public Vector3 GetPartCenterOfMass()
2171 { 2554 {
2172 PhysicsActor pa = PhysActor; 2555 PhysicsActor pa = PhysActor;
2173 2556
2174 if (pa != null) 2557 if (pa != null)
2175 return pa.Mass; 2558 {
2559 Vector3 tmp = pa.CenterOfMass;
2560 return tmp;
2561 }
2176 else 2562 else
2177 return 0; 2563 return AbsolutePosition;
2178 } 2564 }
2179 2565
2566
2180 public Vector3 GetForce() 2567 public Vector3 GetForce()
2181 { 2568 {
2182 PhysicsActor pa = PhysActor; 2569 return Force;
2183
2184 if (pa != null)
2185 return pa.Force;
2186 else
2187 return Vector3.Zero;
2188 } 2570 }
2189 2571
2190 /// <summary> 2572 /// <summary>
@@ -2399,15 +2781,25 @@ namespace OpenSim.Region.Framework.Scenes
2399 2781
2400 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify) 2782 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify)
2401 { 2783 {
2402 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0) 2784 bool sendToRoot = true;
2403 {
2404 ColliderArgs LandCollidingMessage = new ColliderArgs();
2405 List<DetectedObject> colliding = new List<DetectedObject>();
2406
2407 colliding.Add(CreateDetObjectForGround());
2408 LandCollidingMessage.Colliders = colliding;
2409 2785
2786 ColliderArgs LandCollidingMessage = new ColliderArgs();
2787 List<DetectedObject> colliding = new List<DetectedObject>();
2788
2789 colliding.Add(CreateDetObjectForGround());
2790 LandCollidingMessage.Colliders = colliding;
2791
2792 if (Inventory.ContainsScripts())
2793 {
2794 if (!PassCollisions)
2795 sendToRoot = false;
2796 }
2797 if ((ScriptEvents & ev) != 0)
2410 notify(LocalId, LandCollidingMessage); 2798 notify(LocalId, LandCollidingMessage);
2799
2800 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0 && sendToRoot)
2801 {
2802 notify(ParentGroup.RootPart.LocalId, LandCollidingMessage);
2411 } 2803 }
2412 } 2804 }
2413 2805
@@ -2423,44 +2815,81 @@ namespace OpenSim.Region.Framework.Scenes
2423 List<uint> endedColliders = new List<uint>(); 2815 List<uint> endedColliders = new List<uint>();
2424 List<uint> startedColliders = new List<uint>(); 2816 List<uint> startedColliders = new List<uint>();
2425 2817
2426 // calculate things that started colliding this time 2818 if (collissionswith.Count == 0)
2427 // and build up list of colliders this time
2428 foreach (uint localid in collissionswith.Keys)
2429 { 2819 {
2430 thisHitColliders.Add(localid); 2820 if (m_lastColliders.Count == 0)
2431 if (!m_lastColliders.Contains(localid)) 2821 return; // nothing to do
2432 startedColliders.Add(localid);
2433 }
2434 2822
2435 // calculate things that ended colliding 2823 foreach (uint localID in m_lastColliders)
2436 foreach (uint localID in m_lastColliders) 2824 {
2437 {
2438 if (!thisHitColliders.Contains(localID))
2439 endedColliders.Add(localID); 2825 endedColliders.Add(localID);
2826 }
2827 m_lastColliders.Clear();
2440 } 2828 }
2441 2829
2442 //add the items that started colliding this time to the last colliders list. 2830 else
2443 foreach (uint localID in startedColliders) 2831 {
2444 m_lastColliders.Add(localID); 2832 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
2445 2833
2446 // remove things that ended colliding from the last colliders list 2834 // calculate things that started colliding this time
2447 foreach (uint localID in endedColliders) 2835 // and build up list of colliders this time
2448 m_lastColliders.Remove(localID); 2836 if (!VolumeDetectActive && CollisionSoundType >= 0)
2837 {
2838 CollisionForSoundInfo soundinfo;
2839 ContactPoint curcontact;
2449 2840
2450 // play the sound. 2841 foreach (uint id in collissionswith.Keys)
2451 if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f) 2842 {
2452 { 2843 thisHitColliders.Add(id);
2453 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>(); 2844 if (!m_lastColliders.Contains(id))
2454 if (soundModule != null) 2845 {
2846 startedColliders.Add(id);
2847
2848 curcontact = collissionswith[id];
2849 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
2850 {
2851 soundinfo = new CollisionForSoundInfo();
2852 soundinfo.colliderID = id;
2853 soundinfo.position = curcontact.Position;
2854 soundinfo.relativeVel = curcontact.RelativeSpeed;
2855 soundinfolist.Add(soundinfo);
2856 }
2857 }
2858 }
2859 }
2860 else
2455 { 2861 {
2456 soundModule.SendSound(UUID, CollisionSound, 2862 foreach (uint id in collissionswith.Keys)
2457 CollisionSoundVolume, true, 0, 0, false, 2863 {
2458 false); 2864 thisHitColliders.Add(id);
2865 if (!m_lastColliders.Contains(id))
2866 startedColliders.Add(id);
2867 }
2459 } 2868 }
2869
2870 // calculate things that ended colliding
2871 foreach (uint localID in m_lastColliders)
2872 {
2873 if (!thisHitColliders.Contains(localID))
2874 endedColliders.Add(localID);
2875 }
2876
2877 //add the items that started colliding this time to the last colliders list.
2878 foreach (uint localID in startedColliders)
2879 m_lastColliders.Add(localID);
2880
2881 // remove things that ended colliding from the last colliders list
2882 foreach (uint localID in endedColliders)
2883 m_lastColliders.Remove(localID);
2884
2885 // play sounds.
2886 if (soundinfolist.Count > 0)
2887 CollisionSounds.PartCollisionSound(this, soundinfolist);
2460 } 2888 }
2461 2889
2462 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart); 2890 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart);
2463 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding); 2891 if (!VolumeDetectActive)
2892 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding);
2464 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); 2893 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd);
2465 2894
2466 if (startedColliders.Contains(0)) 2895 if (startedColliders.Contains(0))
@@ -2471,6 +2900,35 @@ namespace OpenSim.Region.Framework.Scenes
2471 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); 2900 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd);
2472 } 2901 }
2473 2902
2903 // The Collision sounds code calls this
2904 public void SendCollisionSound(UUID soundID, double volume, Vector3 position)
2905 {
2906 if (soundID == UUID.Zero)
2907 return;
2908
2909 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>();
2910 if (soundModule == null)
2911 return;
2912
2913 if (volume > 1)
2914 volume = 1;
2915 if (volume < 0)
2916 volume = 0;
2917
2918 int now = Util.EnvironmentTickCount();
2919 if(Util.EnvironmentTickCountSubtract(now,LastColSoundSentTime) <200)
2920 return;
2921
2922 LastColSoundSentTime = now;
2923
2924 UUID ownerID = OwnerID;
2925 UUID objectID = ParentGroup.RootPart.UUID;
2926 UUID parentID = ParentGroup.UUID;
2927 ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle;
2928
2929 soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, 0 );
2930 }
2931
2474 public void PhysicsOutOfBounds(Vector3 pos) 2932 public void PhysicsOutOfBounds(Vector3 pos)
2475 { 2933 {
2476 // Note: This is only being called on the root prim at this time. 2934 // Note: This is only being called on the root prim at this time.
@@ -2492,9 +2950,9 @@ namespace OpenSim.Region.Framework.Scenes
2492 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); 2950 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0);
2493 2951
2494 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) 2952 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
2495 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) 2953 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
2496 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) 2954 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
2497 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) 2955 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2498 { 2956 {
2499 ParentGroup.AbsolutePosition = newpos; 2957 ParentGroup.AbsolutePosition = newpos;
2500 return; 2958 return;
@@ -2800,6 +3258,14 @@ namespace OpenSim.Region.Framework.Scenes
2800 if (ParentGroup == null) 3258 if (ParentGroup == null)
2801 return; 3259 return;
2802 3260
3261 // Update the "last" values
3262 m_lastPosition = OffsetPosition;
3263 m_lastRotation = RotationOffset;
3264 m_lastVelocity = Velocity;
3265 m_lastAcceleration = Acceleration;
3266 m_lastAngularVelocity = AngularVelocity;
3267 m_lastUpdateSentTime = Environment.TickCount;
3268
2803 ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 3269 ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
2804 { 3270 {
2805 SendFullUpdate(avatar.ControllingClient); 3271 SendFullUpdate(avatar.ControllingClient);
@@ -2858,8 +3324,8 @@ namespace OpenSim.Region.Framework.Scenes
2858 { 3324 {
2859 const float ROTATION_TOLERANCE = 0.01f; 3325 const float ROTATION_TOLERANCE = 0.01f;
2860 const float VELOCITY_TOLERANCE = 0.001f; 3326 const float VELOCITY_TOLERANCE = 0.001f;
2861 const float POSITION_TOLERANCE = 0.05f; 3327 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2862 const int TIME_MS_TOLERANCE = 3000; 3328 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2863 3329
2864 switch (UpdateFlag) 3330 switch (UpdateFlag)
2865 { 3331 {
@@ -2873,17 +3339,10 @@ namespace OpenSim.Region.Framework.Scenes
2873 Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) || 3339 Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) ||
2874 !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) || 3340 !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) ||
2875 !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || 3341 !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
2876 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3342 Environment.TickCount - m_lastUpdateSentTime > TIME_MS_TOLERANCE)
2877 { 3343 {
2878 SendTerseUpdateToAllClients(); 3344 SendTerseUpdateToAllClients();
2879 3345
2880 // Update the "last" values
2881 m_lastPosition = OffsetPosition;
2882 m_lastRotation = RotationOffset;
2883 m_lastVelocity = Velocity;
2884 m_lastAcceleration = Acceleration;
2885 m_lastAngularVelocity = AngularVelocity;
2886 m_lastTerseSent = Environment.TickCount;
2887 } 3346 }
2888 break; 3347 break;
2889 } 3348 }
@@ -2901,6 +3360,17 @@ namespace OpenSim.Region.Framework.Scenes
2901 /// </summary> 3360 /// </summary>
2902 public void SendTerseUpdateToAllClients() 3361 public void SendTerseUpdateToAllClients()
2903 { 3362 {
3363 if (ParentGroup == null || ParentGroup.Scene == null)
3364 return;
3365
3366 // Update the "last" values
3367 m_lastPosition = OffsetPosition;
3368 m_lastRotation = RotationOffset;
3369 m_lastVelocity = Velocity;
3370 m_lastAcceleration = Acceleration;
3371 m_lastAngularVelocity = AngularVelocity;
3372 m_lastUpdateSentTime = Environment.TickCount;
3373
2904 ParentGroup.Scene.ForEachClient(delegate(IClientAPI client) 3374 ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
2905 { 3375 {
2906 SendTerseUpdateToClient(client); 3376 SendTerseUpdateToClient(client);
@@ -2924,10 +3394,13 @@ namespace OpenSim.Region.Framework.Scenes
2924 3394
2925 public void SetBuoyancy(float fvalue) 3395 public void SetBuoyancy(float fvalue)
2926 { 3396 {
2927 PhysicsActor pa = PhysActor; 3397 Buoyancy = fvalue;
2928 3398/*
2929 if (pa != null) 3399 if (PhysActor != null)
2930 pa.Buoyancy = fvalue; 3400 {
3401 PhysActor.Buoyancy = fvalue;
3402 }
3403 */
2931 } 3404 }
2932 3405
2933 public void SetDieAtEdge(bool p) 3406 public void SetDieAtEdge(bool p)
@@ -2943,47 +3416,111 @@ namespace OpenSim.Region.Framework.Scenes
2943 PhysicsActor pa = PhysActor; 3416 PhysicsActor pa = PhysActor;
2944 3417
2945 if (pa != null) 3418 if (pa != null)
2946 pa.FloatOnWater = floatYN == 1; 3419 pa.FloatOnWater = (floatYN == 1);
2947 } 3420 }
2948 3421
2949 public void SetForce(Vector3 force) 3422 public void SetForce(Vector3 force)
2950 { 3423 {
2951 PhysicsActor pa = PhysActor; 3424 Force = force;
3425 }
2952 3426
2953 if (pa != null) 3427 public SOPVehicle VehicleParams
2954 pa.Force = force; 3428 {
3429 get
3430 {
3431 return m_vehicleParams;
3432 }
3433 set
3434 {
3435 m_vehicleParams = value;
3436 }
3437 }
3438
3439
3440 public int VehicleType
3441 {
3442 get
3443 {
3444 if (m_vehicleParams == null)
3445 return (int)Vehicle.TYPE_NONE;
3446 else
3447 return (int)m_vehicleParams.Type;
3448 }
3449 set
3450 {
3451 SetVehicleType(value);
3452 }
2955 } 3453 }
2956 3454
2957 public void SetVehicleType(int type) 3455 public void SetVehicleType(int type)
2958 { 3456 {
2959 PhysicsActor pa = PhysActor; 3457 m_vehicleParams = null;
3458
3459 if (type == (int)Vehicle.TYPE_NONE)
3460 {
3461 if (_parentID ==0 && PhysActor != null)
3462 PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
3463 return;
3464 }
3465 m_vehicleParams = new SOPVehicle();
3466 m_vehicleParams.ProcessTypeChange((Vehicle)type);
3467 {
3468 if (_parentID ==0 && PhysActor != null)
3469 PhysActor.VehicleType = type;
3470 return;
3471 }
3472 }
2960 3473
2961 if (pa != null) 3474 public void SetVehicleFlags(int param, bool remove)
2962 pa.VehicleType = type; 3475 {
3476 if (m_vehicleParams == null)
3477 return;
3478
3479 m_vehicleParams.ProcessVehicleFlags(param, remove);
3480
3481 if (_parentID ==0 && PhysActor != null)
3482 {
3483 PhysActor.VehicleFlags(param, remove);
3484 }
2963 } 3485 }
2964 3486
2965 public void SetVehicleFloatParam(int param, float value) 3487 public void SetVehicleFloatParam(int param, float value)
2966 { 3488 {
2967 PhysicsActor pa = PhysActor; 3489 if (m_vehicleParams == null)
3490 return;
2968 3491
2969 if (pa != null) 3492 m_vehicleParams.ProcessFloatVehicleParam((Vehicle)param, value);
2970 pa.VehicleFloatParam(param, value); 3493
3494 if (_parentID == 0 && PhysActor != null)
3495 {
3496 PhysActor.VehicleFloatParam(param, value);
3497 }
2971 } 3498 }
2972 3499
2973 public void SetVehicleVectorParam(int param, Vector3 value) 3500 public void SetVehicleVectorParam(int param, Vector3 value)
2974 { 3501 {
2975 PhysicsActor pa = PhysActor; 3502 if (m_vehicleParams == null)
3503 return;
2976 3504
2977 if (pa != null) 3505 m_vehicleParams.ProcessVectorVehicleParam((Vehicle)param, value);
2978 pa.VehicleVectorParam(param, value); 3506
3507 if (_parentID == 0 && PhysActor != null)
3508 {
3509 PhysActor.VehicleVectorParam(param, value);
3510 }
2979 } 3511 }
2980 3512
2981 public void SetVehicleRotationParam(int param, Quaternion rotation) 3513 public void SetVehicleRotationParam(int param, Quaternion rotation)
2982 { 3514 {
2983 PhysicsActor pa = PhysActor; 3515 if (m_vehicleParams == null)
3516 return;
2984 3517
2985 if (pa != null) 3518 m_vehicleParams.ProcessRotationVehicleParam((Vehicle)param, rotation);
2986 pa.VehicleRotationParam(param, rotation); 3519
3520 if (_parentID == 0 && PhysActor != null)
3521 {
3522 PhysActor.VehicleRotationParam(param, rotation);
3523 }
2987 } 3524 }
2988 3525
2989 /// <summary> 3526 /// <summary>
@@ -3184,14 +3721,6 @@ namespace OpenSim.Region.Framework.Scenes
3184 hasProfileCut = hasDimple; // is it the same thing? 3721 hasProfileCut = hasDimple; // is it the same thing?
3185 } 3722 }
3186 3723
3187 public void SetVehicleFlags(int param, bool remove)
3188 {
3189 PhysicsActor pa = PhysActor;
3190
3191 if (pa != null)
3192 pa.VehicleFlags(param, remove);
3193 }
3194
3195 public void SetGroup(UUID groupID, IClientAPI client) 3724 public void SetGroup(UUID groupID, IClientAPI client)
3196 { 3725 {
3197 // Scene.AddNewPrims() calls with client == null so can't use this. 3726 // Scene.AddNewPrims() calls with client == null so can't use this.
@@ -3295,71 +3824,20 @@ namespace OpenSim.Region.Framework.Scenes
3295 { 3824 {
3296 ParentGroup.stopMoveToTarget(); 3825 ParentGroup.stopMoveToTarget();
3297 3826
3298 ParentGroup.ScheduleGroupForTerseUpdate(); 3827// ParentGroup.ScheduleGroupForTerseUpdate();
3299 //ParentGroup.ScheduleGroupForFullUpdate(); 3828 //ParentGroup.ScheduleGroupForFullUpdate();
3300 } 3829 }
3301 3830
3302 public void StoreUndoState() 3831 public void StoreUndoState(ObjectChangeType change)
3303 { 3832 {
3304 StoreUndoState(false); 3833 if (m_UndoRedo == null)
3305 } 3834 m_UndoRedo = new UndoRedoState(5);
3306
3307 public void StoreUndoState(bool forGroup)
3308 {
3309 if (ParentGroup == null || ParentGroup.Scene == null)
3310 return;
3311
3312 if (Undoing)
3313 {
3314// m_log.DebugFormat(
3315// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3316 return;
3317 }
3318
3319 if (IgnoreUndoUpdate)
3320 {
3321// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3322 return;
3323 }
3324 3835
3325 lock (m_undo) 3836 lock (m_UndoRedo)
3326 { 3837 {
3327 if (m_undo.Count > 0) 3838 if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
3328 {
3329 UndoState last = m_undo[m_undo.Count - 1];
3330 if (last != null)
3331 {
3332 // TODO: May need to fix for group comparison
3333 if (last.Compare(this))
3334 {
3335// m_log.DebugFormat(
3336// "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3337// Name, LocalId, m_undo.Count);
3338
3339 return;
3340 }
3341 }
3342 }
3343
3344// m_log.DebugFormat(
3345// "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3346// Name, LocalId, forGroup, m_undo.Count);
3347
3348 if (ParentGroup.Scene.MaxUndoCount > 0)
3349 { 3839 {
3350 UndoState nUndo = new UndoState(this, forGroup); 3840 m_UndoRedo.StoreUndo(this, change);
3351
3352 m_undo.Add(nUndo);
3353
3354 if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
3355 m_undo.RemoveAt(0);
3356
3357 if (m_redo.Count > 0)
3358 m_redo.Clear();
3359
3360// m_log.DebugFormat(
3361// "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3362// Name, LocalId, forGroup, m_undo.Count);
3363 } 3841 }
3364 } 3842 }
3365 } 3843 }
@@ -3371,88 +3849,46 @@ namespace OpenSim.Region.Framework.Scenes
3371 { 3849 {
3372 get 3850 get
3373 { 3851 {
3374 lock (m_undo) 3852 if (m_UndoRedo == null)
3375 return m_undo.Count; 3853 return 0;
3854 return m_UndoRedo.Count;
3376 } 3855 }
3377 } 3856 }
3378 3857
3379 public void Undo() 3858 public void Undo()
3380 { 3859 {
3381 lock (m_undo) 3860 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3382 { 3861 return;
3383// m_log.DebugFormat(
3384// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
3385// Name, LocalId, m_undo.Count);
3386
3387 if (m_undo.Count > 0)
3388 {
3389 UndoState goback = m_undo[m_undo.Count - 1];
3390 m_undo.RemoveAt(m_undo.Count - 1);
3391
3392 UndoState nUndo = null;
3393
3394 if (ParentGroup.Scene.MaxUndoCount > 0)
3395 {
3396 nUndo = new UndoState(this, goback.ForGroup);
3397 }
3398
3399 goback.PlaybackState(this);
3400
3401 if (nUndo != null)
3402 {
3403 m_redo.Add(nUndo);
3404
3405 if (m_redo.Count > ParentGroup.Scene.MaxUndoCount)
3406 m_redo.RemoveAt(0);
3407 }
3408 }
3409 3862
3410// m_log.DebugFormat( 3863 lock (m_UndoRedo)
3411// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", 3864 {
3412// Name, LocalId, m_undo.Count); 3865 Undoing = true;
3866 m_UndoRedo.Undo(this);
3867 Undoing = false;
3413 } 3868 }
3414 } 3869 }
3415 3870
3416 public void Redo() 3871 public void Redo()
3417 { 3872 {
3418 lock (m_undo) 3873 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3419 { 3874 return;
3420// m_log.DebugFormat(
3421// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
3422// Name, LocalId, m_redo.Count);
3423
3424 if (m_redo.Count > 0)
3425 {
3426 UndoState gofwd = m_redo[m_redo.Count - 1];
3427 m_redo.RemoveAt(m_redo.Count - 1);
3428
3429 if (ParentGroup.Scene.MaxUndoCount > 0)
3430 {
3431 UndoState nUndo = new UndoState(this, gofwd.ForGroup);
3432
3433 m_undo.Add(nUndo);
3434
3435 if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
3436 m_undo.RemoveAt(0);
3437 }
3438
3439 gofwd.PlayfwdState(this);
3440 3875
3441// m_log.DebugFormat( 3876 lock (m_UndoRedo)
3442// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", 3877 {
3443// Name, LocalId, m_redo.Count); 3878 Undoing = true;
3444 } 3879 m_UndoRedo.Redo(this);
3880 Undoing = false;
3445 } 3881 }
3446 } 3882 }
3447 3883
3448 public void ClearUndoState() 3884 public void ClearUndoState()
3449 { 3885 {
3450// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); 3886 if (m_UndoRedo == null || Undoing)
3887 return;
3451 3888
3452 lock (m_undo) 3889 lock (m_UndoRedo)
3453 { 3890 {
3454 m_undo.Clear(); 3891 m_UndoRedo.Clear();
3455 m_redo.Clear();
3456 } 3892 }
3457 } 3893 }
3458 3894
@@ -4004,7 +4440,7 @@ namespace OpenSim.Region.Framework.Scenes
4004 if (god) 4440 if (god)
4005 { 4441 {
4006 BaseMask = ApplyMask(BaseMask, set, mask); 4442 BaseMask = ApplyMask(BaseMask, set, mask);
4007 Inventory.ApplyGodPermissions(_baseMask); 4443 Inventory.ApplyGodPermissions(BaseMask);
4008 } 4444 }
4009 4445
4010 break; 4446 break;
@@ -4035,7 +4471,7 @@ namespace OpenSim.Region.Framework.Scenes
4035 } 4471 }
4036 NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) & 4472 NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) &
4037 baseMask; 4473 baseMask;
4038 // Prevent the client from creating no mod, no copy 4474 // Prevent the client from creating no copy, no transfer
4039 // objects 4475 // objects
4040 if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0) 4476 if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0)
4041 NextOwnerMask |= (uint)PermissionMask.Transfer; 4477 NextOwnerMask |= (uint)PermissionMask.Transfer;
@@ -4053,20 +4489,20 @@ namespace OpenSim.Region.Framework.Scenes
4053 { 4489 {
4054 bool update = false; 4490 bool update = false;
4055 4491
4056 if (BaseMask != source.BaseMask || 4492 uint prevOwnerMask = OwnerMask;
4057 OwnerMask != source.OwnerMask || 4493 uint prevGroupMask = GroupMask;
4058 GroupMask != source.GroupMask || 4494 uint prevEveryoneMask = EveryoneMask;
4059 EveryoneMask != source.EveryoneMask || 4495 uint prevNextOwnerMask = NextOwnerMask;
4060 NextOwnerMask != source.NextOwnerMask)
4061 update = true;
4062 4496
4063 BaseMask = source.BaseMask; 4497 OwnerMask = source.OwnerMask & BaseMask;
4064 OwnerMask = source.OwnerMask; 4498 GroupMask = source.GroupMask & BaseMask;
4065 GroupMask = source.GroupMask; 4499 EveryoneMask = source.EveryoneMask & BaseMask;
4066 EveryoneMask = source.EveryoneMask; 4500 NextOwnerMask = source.NextOwnerMask & BaseMask;
4067 NextOwnerMask = source.NextOwnerMask;
4068 4501
4069 if (update) 4502 if (OwnerMask != prevOwnerMask ||
4503 GroupMask != prevGroupMask ||
4504 EveryoneMask != prevEveryoneMask ||
4505 NextOwnerMask != prevNextOwnerMask)
4070 SendFullUpdateToAllClients(); 4506 SendFullUpdateToAllClients();
4071 } 4507 }
4072 4508
@@ -4117,6 +4553,7 @@ namespace OpenSim.Region.Framework.Scenes
4117 } 4553 }
4118 } 4554 }
4119 4555
4556
4120 public void UpdateExtraPhysics(ExtraPhysicsData physdata) 4557 public void UpdateExtraPhysics(ExtraPhysicsData physdata)
4121 { 4558 {
4122 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null) 4559 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
@@ -4144,7 +4581,7 @@ namespace OpenSim.Region.Framework.Scenes
4144 /// <param name="SetTemporary"></param> 4581 /// <param name="SetTemporary"></param>
4145 /// <param name="SetPhantom"></param> 4582 /// <param name="SetPhantom"></param>
4146 /// <param name="SetVD"></param> 4583 /// <param name="SetVD"></param>
4147 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) 4584 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
4148 { 4585 {
4149 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); 4586 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
4150 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); 4587 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
@@ -4154,97 +4591,103 @@ namespace OpenSim.Region.Framework.Scenes
4154 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4591 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
4155 return; 4592 return;
4156 4593
4157 PhysicsActor pa = PhysActor; 4594 VolumeDetectActive = SetVD;
4158
4159 // Special cases for VD. VD can only be called from a script
4160 // and can't be combined with changes to other states. So we can rely
4161 // that...
4162 // ... if VD is changed, all others are not.
4163 // ... if one of the others is changed, VD is not.
4164 if (SetVD) // VD is active, special logic applies
4165 {
4166 // State machine logic for VolumeDetect
4167 // More logic below
4168 bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
4169 4595
4170 if (phanReset) // Phantom changes from on to off switch VD off too 4596 // volume detector implies phantom
4171 { 4597 if (VolumeDetectActive)
4172 SetVD = false; // Switch it of for the course of this routine
4173 VolumeDetectActive = false; // and also permanently
4174
4175 if (pa != null)
4176 pa.SetVolumeDetect(0); // Let physics know about it too
4177 }
4178 else
4179 {
4180 // If volumedetect is active we don't want phantom to be applied.
4181 // If this is a new call to VD out of the state "phantom"
4182 // this will also cause the prim to be visible to physics
4183 SetPhantom = false;
4184 }
4185 }
4186
4187 if (UsePhysics && IsJoint())
4188 {
4189 SetPhantom = true; 4598 SetPhantom = true;
4190 }
4191 4599
4192 if (UsePhysics) 4600 if (UsePhysics)
4193 {
4194 AddFlag(PrimFlags.Physics); 4601 AddFlag(PrimFlags.Physics);
4195 if (!wasUsingPhysics)
4196 {
4197 DoPhysicsPropertyUpdate(UsePhysics, false);
4198 }
4199 }
4200 else 4602 else
4201 {
4202 RemFlag(PrimFlags.Physics); 4603 RemFlag(PrimFlags.Physics);
4203 if (wasUsingPhysics)
4204 {
4205 DoPhysicsPropertyUpdate(UsePhysics, false);
4206 }
4207 }
4208 4604
4209 if (SetPhantom 4605 if (SetPhantom)
4210 || ParentGroup.IsAttachment
4211 || PhysicsShapeType == (byte)PhysShapeType.none
4212 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
4213 {
4214 AddFlag(PrimFlags.Phantom); 4606 AddFlag(PrimFlags.Phantom);
4607 else
4608 RemFlag(PrimFlags.Phantom);
4215 4609
4216 if (PhysActor != null) 4610 if (SetTemporary)
4611 AddFlag(PrimFlags.TemporaryOnRez);
4612 else
4613 RemFlag(PrimFlags.TemporaryOnRez);
4614
4615
4616 if (ParentGroup.Scene == null)
4617 return;
4618
4619 PhysicsActor pa = PhysActor;
4620
4621 if (pa != null && building && pa.Building != building)
4622 pa.Building = building;
4623
4624 if ((SetPhantom && !UsePhysics && !SetVD) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none
4625 || (Shape.PathCurve == (byte)Extrusion.Flexible))
4626 {
4627 if (pa != null)
4217 { 4628 {
4629 if(wasUsingPhysics)
4630 ParentGroup.Scene.RemovePhysicalPrim(1);
4218 RemoveFromPhysics(); 4631 RemoveFromPhysics();
4219 pa = null;
4220 } 4632 }
4633
4634 Velocity = new Vector3(0, 0, 0);
4635 Acceleration = new Vector3(0, 0, 0);
4636 if (ParentGroup.RootPart == this)
4637 AngularVelocity = new Vector3(0, 0, 0);
4221 } 4638 }
4222 else // Not phantom 4639
4640 else
4223 { 4641 {
4224 RemFlag(PrimFlags.Phantom); 4642 if (ParentGroup.Scene.CollidablePrims)
4225
4226 if (ParentGroup.Scene == null)
4227 return;
4228
4229 if (ParentGroup.Scene.CollidablePrims && pa == null)
4230 { 4643 {
4231 AddToPhysics(UsePhysics, SetPhantom, false); 4644 if (pa == null)
4232 pa = PhysActor; 4645 {
4233 4646 AddToPhysics(UsePhysics, SetPhantom, building, false);
4234 if (pa != null) 4647 pa = PhysActor;
4648/*
4649 if (pa != null)
4650 {
4651 if (
4652// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4653// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4654// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4655// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4656// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4657// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4658 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4659 ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4660 (CollisionSound != UUID.Zero)
4661 )
4662 {
4663 pa.OnCollisionUpdate += PhysicsCollision;
4664 pa.SubscribeEvents(1000);
4665 }
4666 }
4667*/
4668 if (pa != null)
4669 {
4670 pa.SetMaterial(Material);
4671 DoPhysicsPropertyUpdate(UsePhysics, true);
4672 }
4673 }
4674 else // it already has a physical representation
4235 { 4675 {
4236 pa.SetMaterial(Material); 4676 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
4237 DoPhysicsPropertyUpdate(UsePhysics, true); 4677/* moved into DoPhysicsPropertyUpdate
4678 if(VolumeDetectActive)
4679 pa.SetVolumeDetect(1);
4680 else
4681 pa.SetVolumeDetect(0);
4682*/
4238 4683
4239 SubscribeForCollisionEvents(); 4684 if (pa.Building != building)
4685 pa.Building = building;
4240 } 4686 }
4241 }
4242 else // it already has a physical representation
4243 {
4244 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
4245 }
4246 }
4247 4687
4688 UpdatePhysicsSubscribedEvents();
4689 }
4690 }
4248 if (SetVD) 4691 if (SetVD)
4249 { 4692 {
4250 // If the above logic worked (this is urgent candidate to unit tests!) 4693 // If the above logic worked (this is urgent candidate to unit tests!)
@@ -4258,6 +4701,7 @@ namespace OpenSim.Region.Framework.Scenes
4258 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active 4701 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
4259 VolumeDetectActive = true; 4702 VolumeDetectActive = true;
4260 } 4703 }
4704 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4261 } 4705 }
4262 else if (SetVD != wasVD) 4706 else if (SetVD != wasVD)
4263 { 4707 {
@@ -4269,105 +4713,51 @@ namespace OpenSim.Region.Framework.Scenes
4269 RemFlag(PrimFlags.Phantom); 4713 RemFlag(PrimFlags.Phantom);
4270 VolumeDetectActive = false; 4714 VolumeDetectActive = false;
4271 } 4715 }
4272 4716 // and last in case we have a new actor and not building
4273 if (SetTemporary)
4274 {
4275 AddFlag(PrimFlags.TemporaryOnRez);
4276 }
4277 else
4278 {
4279 RemFlag(PrimFlags.TemporaryOnRez);
4280 }
4281
4282 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4283 4717
4284 if (ParentGroup != null) 4718 if (ParentGroup != null)
4285 { 4719 {
4286 ParentGroup.HasGroupChanged = true; 4720 ParentGroup.HasGroupChanged = true;
4287 ScheduleFullUpdate(); 4721 ScheduleFullUpdate();
4288 } 4722 }
4289 4723
4290// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); 4724// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags);
4291 } 4725 }
4292 4726
4293 /// <summary> 4727 /// <summary>
4294 /// Subscribe for physics collision events if needed for scripts and sounds
4295 /// </summary>
4296 public void SubscribeForCollisionEvents()
4297 {
4298 PhysicsActor pa = PhysActor;
4299
4300 if (pa != null)
4301 {
4302 if (
4303 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4304 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4305 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4306 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4307 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4308 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4309 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
4310 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4311 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4312 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4313 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4314 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4315 (CollisionSound != UUID.Zero)
4316 )
4317 {
4318 if (!pa.SubscribedEvents())
4319 {
4320 // If not already subscribed for event, set up for a collision event.
4321 pa.OnCollisionUpdate += PhysicsCollision;
4322 pa.SubscribeEvents(1000);
4323 }
4324 }
4325 else
4326 {
4327 // There is no need to be subscribed to collisions so, if subscribed, remove subscription
4328 if (pa.SubscribedEvents())
4329 {
4330 pa.OnCollisionUpdate -= PhysicsCollision;
4331 pa.UnSubscribeEvents();
4332 }
4333 }
4334 }
4335 }
4336
4337 /// <summary>
4338 /// Adds this part to the physics scene. 4728 /// Adds this part to the physics scene.
4729 /// and sets the PhysActor property
4339 /// </summary> 4730 /// </summary>
4340 /// <remarks>This method also sets the PhysActor property.</remarks> 4731 /// <param name="isPhysical">Add this prim as physical.</param>
4341 /// <param name="rigidBody">Add this prim with a rigid body.</param> 4732 /// <param name="isPhantom">Add this prim as phantom.</param>
4342 /// <returns> 4733 /// <param name="building">tells physics to delay full construction of object</param>
4343 /// The physics actor. null if there was a failure. 4734 /// <param name="applyDynamics">applies velocities, force and torque</param>
4344 /// </returns> 4735 private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics)
4345 private void AddToPhysics(bool isPhysical, bool isPhantom, bool applyDynamics) 4736 {
4346 {
4347 PhysicsActor pa; 4737 PhysicsActor pa;
4348 4738
4349 Vector3 velocity = Velocity; 4739 Vector3 velocity = Velocity;
4350 Vector3 rotationalVelocity = AngularVelocity;; 4740 Vector3 rotationalVelocity = AngularVelocity;;
4351 4741
4352 try 4742 try
4353 { 4743 {
4354 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( 4744 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4355 string.Format("{0}/{1}", Name, UUID), 4745 string.Format("{0}/{1}", Name, UUID),
4356 Shape, 4746 Shape,
4357 AbsolutePosition, 4747 AbsolutePosition,
4358 Scale, 4748 Scale,
4359 GetWorldRotation(), 4749 GetWorldRotation(),
4360 isPhysical, 4750 isPhysical,
4361 isPhantom, 4751 isPhantom,
4362 PhysicsShapeType, 4752 PhysicsShapeType,
4363 m_localId); 4753 m_localId);
4364 } 4754 }
4365 catch (Exception e) 4755 catch (Exception e)
4366 { 4756 {
4367 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e); 4757 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e);
4368 pa = null; 4758 pa = null;
4369 } 4759 }
4370 4760
4371 if (pa != null) 4761 if (pa != null)
4372 { 4762 {
4373 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info 4763 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
@@ -4380,9 +4770,16 @@ namespace OpenSim.Region.Framework.Scenes
4380 4770
4381 if (VolumeDetectActive) // change if not the default only 4771 if (VolumeDetectActive) // change if not the default only
4382 pa.SetVolumeDetect(1); 4772 pa.SetVolumeDetect(1);
4773
4774 if (m_vehicleParams != null && LocalId == ParentGroup.RootPart.LocalId)
4775 m_vehicleParams.SetVehicle(pa);
4776
4383 // we are going to tell rest of code about physics so better have this here 4777 // we are going to tell rest of code about physics so better have this here
4384 PhysActor = pa; 4778 PhysActor = pa;
4385 4779
4780 // DoPhysicsPropertyUpdate(isPhysical, true);
4781 // lets expand it here just with what it really needs to do
4782
4386 if (isPhysical) 4783 if (isPhysical)
4387 { 4784 {
4388 if (ParentGroup.RootPart.KeyframeMotion != null) 4785 if (ParentGroup.RootPart.KeyframeMotion != null)
@@ -4404,19 +4801,34 @@ namespace OpenSim.Region.Framework.Scenes
4404 } 4801 }
4405 } 4802 }
4406 4803
4407 if (applyDynamics) 4804 if (applyDynamics)
4408 // do independent of isphysical so parameters get setted (at least some) 4805 // do independent of isphysical so parameters get setted (at least some)
4409 { 4806 {
4410 Velocity = velocity; 4807 Velocity = velocity;
4411 AngularVelocity = rotationalVelocity; 4808 AngularVelocity = rotationalVelocity;
4412// pa.Velocity = velocity; 4809// pa.Velocity = velocity;
4413 pa.RotationalVelocity = rotationalVelocity; 4810 pa.RotationalVelocity = rotationalVelocity;
4811
4812 // if not vehicle and root part apply force and torque
4813 if ((m_vehicleParams == null || m_vehicleParams.Type == Vehicle.TYPE_NONE)
4814 && LocalId == ParentGroup.RootPart.LocalId)
4815 {
4816 pa.Force = Force;
4817 pa.Torque = Torque;
4818 }
4414 } 4819 }
4415 4820
4416 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); 4821// if (Shape.SculptEntry)
4822// CheckSculptAndLoad();
4823// else
4824 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
4825
4826 if (!building)
4827 pa.Building = false;
4417 } 4828 }
4418 4829
4419 PhysActor = pa; 4830 PhysActor = pa;
4831
4420 ParentGroup.Scene.EventManager.TriggerObjectAddedToPhysicalScene(this); 4832 ParentGroup.Scene.EventManager.TriggerObjectAddedToPhysicalScene(this);
4421 } 4833 }
4422 4834
@@ -4425,14 +4837,21 @@ namespace OpenSim.Region.Framework.Scenes
4425 /// </summary> 4837 /// </summary>
4426 /// <remarks> 4838 /// <remarks>
4427 /// This isn't the same as turning off physical, since even without being physical the prim has a physics 4839 /// This isn't the same as turning off physical, since even without being physical the prim has a physics
4428 /// representation for collision detection. Rather, this would be used in situations such as making a prim 4840 /// representation for collision detection.
4429 /// phantom.
4430 /// </remarks> 4841 /// </remarks>
4431 public void RemoveFromPhysics() 4842 public void RemoveFromPhysics()
4432 { 4843 {
4433 ParentGroup.Scene.EventManager.TriggerObjectRemovedFromPhysicalScene(this); 4844 PhysicsActor pa = PhysActor;
4434 if (ParentGroup.Scene.PhysicsScene != null) 4845 if (pa != null)
4435 ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 4846 {
4847 pa.OnCollisionUpdate -= PhysicsCollision;
4848 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
4849 pa.OnOutOfBounds -= PhysicsOutOfBounds;
4850
4851 ParentGroup.Scene.PhysicsScene.RemovePrim(pa);
4852
4853 ParentGroup.Scene.EventManager.TriggerObjectRemovedFromPhysicalScene(this);
4854 }
4436 PhysActor = null; 4855 PhysActor = null;
4437 } 4856 }
4438 4857
@@ -4564,6 +4983,8 @@ namespace OpenSim.Region.Framework.Scenes
4564 { 4983 {
4565// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); 4984// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
4566 4985
4986 return;
4987
4567 if (ParentGroup.IsDeleted) 4988 if (ParentGroup.IsDeleted)
4568 return; 4989 return;
4569 4990
@@ -4687,6 +5108,44 @@ namespace OpenSim.Region.Framework.Scenes
4687 } 5108 }
4688 } 5109 }
4689 5110
5111
5112 private void UpdatePhysicsSubscribedEvents()
5113 {
5114 PhysicsActor pa = PhysActor;
5115 if (pa == null)
5116 return;
5117
5118 pa.OnCollisionUpdate -= PhysicsCollision;
5119
5120 bool hassound = (!VolumeDetectActive && CollisionSoundType >= 0 && ((Flags & PrimFlags.Physics) != 0));
5121
5122 scriptEvents CombinedEvents = AggregateScriptEvents;
5123
5124 // merge with root part
5125 if (ParentGroup != null && ParentGroup.RootPart != null)
5126 CombinedEvents |= ParentGroup.RootPart.AggregateScriptEvents;
5127
5128 // submit to this part case
5129 if (VolumeDetectActive)
5130 CombinedEvents &= PhyscicsVolumeDtcSubsEvents;
5131 else if ((Flags & PrimFlags.Phantom) != 0)
5132 CombinedEvents &= PhyscicsPhantonSubsEvents;
5133 else
5134 CombinedEvents &= PhysicsNeededSubsEvents;
5135
5136 if (hassound || CombinedEvents != 0)
5137 {
5138 // subscribe to physics updates.
5139 pa.OnCollisionUpdate += PhysicsCollision;
5140 pa.SubscribeEvents(50); // 20 reports per second
5141 }
5142 else
5143 {
5144 pa.UnSubscribeEvents();
5145 }
5146 }
5147
5148
4690 public void aggregateScriptEvents() 5149 public void aggregateScriptEvents()
4691 { 5150 {
4692 if (ParentGroup == null || ParentGroup.RootPart == null) 5151 if (ParentGroup == null || ParentGroup.RootPart == null)
@@ -4723,8 +5182,32 @@ namespace OpenSim.Region.Framework.Scenes
4723 { 5182 {
4724 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; 5183 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
4725 } 5184 }
4726 5185/*
4727 SubscribeForCollisionEvents(); 5186 PhysicsActor pa = PhysActor;
5187 if (pa != null)
5188 {
5189 if (
5190// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
5191// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
5192// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
5193// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
5194// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
5195// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
5196 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
5197 )
5198 {
5199 // subscribe to physics updates.
5200 pa.OnCollisionUpdate += PhysicsCollision;
5201 pa.SubscribeEvents(1000);
5202 }
5203 else
5204 {
5205 pa.UnSubscribeEvents();
5206 pa.OnCollisionUpdate -= PhysicsCollision;
5207 }
5208 }
5209 */
5210 UpdatePhysicsSubscribedEvents();
4728 5211
4729 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) 5212 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
4730 //{ 5213 //{
@@ -4858,6 +5341,18 @@ namespace OpenSim.Region.Framework.Scenes
4858 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 5341 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4859 } 5342 }
4860 5343
5344 public void ResetOwnerChangeFlag()
5345 {
5346 List<UUID> inv = Inventory.GetInventoryList();
5347
5348 foreach (UUID itemID in inv)
5349 {
5350 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
5351 item.OwnerChanged = false;
5352 Inventory.UpdateInventoryItem(item, false, false);
5353 }
5354 }
5355
4861 /// <summary> 5356 /// <summary>
4862 /// Record an avatar sitting on this part. 5357 /// Record an avatar sitting on this part.
4863 /// </summary> 5358 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 380e402..b4fc472 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -49,6 +49,9 @@ namespace OpenSim.Region.Framework.Scenes
49 private string m_inventoryFileName = String.Empty; 49 private string m_inventoryFileName = String.Empty;
50 private byte[] m_inventoryFileData = new byte[0]; 50 private byte[] m_inventoryFileData = new byte[0];
51 private uint m_inventoryFileNameSerial = 0; 51 private uint m_inventoryFileNameSerial = 0;
52 private bool m_inventoryPrivileged = false;
53
54 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
52 55
53 /// <value> 56 /// <value>
54 /// The part to which the inventory belongs. 57 /// The part to which the inventory belongs.
@@ -85,7 +88,9 @@ namespace OpenSim.Region.Framework.Scenes
85 /// </value> 88 /// </value>
86 protected internal TaskInventoryDictionary Items 89 protected internal TaskInventoryDictionary Items
87 { 90 {
88 get { return m_items; } 91 get {
92 return m_items;
93 }
89 set 94 set
90 { 95 {
91 m_items = value; 96 m_items = value;
@@ -134,38 +139,45 @@ namespace OpenSim.Region.Framework.Scenes
134 public void ResetInventoryIDs() 139 public void ResetInventoryIDs()
135 { 140 {
136 if (null == m_part) 141 if (null == m_part)
137 return; 142 m_items.LockItemsForWrite(true);
138 143
139 lock (m_items) 144 if (Items.Count == 0)
140 { 145 {
141 if (0 == m_items.Count) 146 m_items.LockItemsForWrite(false);
142 return; 147 return;
148 }
143 149
144 IList<TaskInventoryItem> items = GetInventoryItems(); 150 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
145 m_items.Clear(); 151 Items.Clear();
146 152
147 foreach (TaskInventoryItem item in items) 153 foreach (TaskInventoryItem item in items)
148 { 154 {
149 item.ResetIDs(m_part.UUID); 155 item.ResetIDs(m_part.UUID);
150 m_items.Add(item.ItemID, item); 156 Items.Add(item.ItemID, item);
151 }
152 } 157 }
158 m_items.LockItemsForWrite(false);
153 } 159 }
154 160
155 public void ResetObjectID() 161 public void ResetObjectID()
156 { 162 {
157 lock (Items) 163 m_items.LockItemsForWrite(true);
164
165 if (Items.Count == 0)
158 { 166 {
159 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 167 m_items.LockItemsForWrite(false);
160 Items.Clear(); 168 return;
161
162 foreach (TaskInventoryItem item in items)
163 {
164 item.ParentPartID = m_part.UUID;
165 item.ParentID = m_part.UUID;
166 Items.Add(item.ItemID, item);
167 }
168 } 169 }
170
171 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
172 Items.Clear();
173
174 foreach (TaskInventoryItem item in items)
175 {
176 item.ParentPartID = m_part.UUID;
177 item.ParentID = m_part.UUID;
178 Items.Add(item.ItemID, item);
179 }
180 m_items.LockItemsForWrite(false);
169 } 181 }
170 182
171 /// <summary> 183 /// <summary>
@@ -174,17 +186,14 @@ namespace OpenSim.Region.Framework.Scenes
174 /// <param name="ownerId"></param> 186 /// <param name="ownerId"></param>
175 public void ChangeInventoryOwner(UUID ownerId) 187 public void ChangeInventoryOwner(UUID ownerId)
176 { 188 {
177 lock (Items) 189 List<TaskInventoryItem> items = GetInventoryItems();
178 { 190
179 if (0 == Items.Count) 191 if (items.Count == 0)
180 { 192 return;
181 return;
182 }
183 }
184 193
194 m_items.LockItemsForWrite(true);
185 HasInventoryChanged = true; 195 HasInventoryChanged = true;
186 m_part.ParentGroup.HasGroupChanged = true; 196 m_part.ParentGroup.HasGroupChanged = true;
187 List<TaskInventoryItem> items = GetInventoryItems();
188 foreach (TaskInventoryItem item in items) 197 foreach (TaskInventoryItem item in items)
189 { 198 {
190 if (ownerId != item.OwnerID) 199 if (ownerId != item.OwnerID)
@@ -195,6 +204,7 @@ namespace OpenSim.Region.Framework.Scenes
195 item.PermsGranter = UUID.Zero; 204 item.PermsGranter = UUID.Zero;
196 item.OwnerChanged = true; 205 item.OwnerChanged = true;
197 } 206 }
207 m_items.LockItemsForWrite(false);
198 } 208 }
199 209
200 /// <summary> 210 /// <summary>
@@ -203,12 +213,11 @@ namespace OpenSim.Region.Framework.Scenes
203 /// <param name="groupID"></param> 213 /// <param name="groupID"></param>
204 public void ChangeInventoryGroup(UUID groupID) 214 public void ChangeInventoryGroup(UUID groupID)
205 { 215 {
206 lock (Items) 216 m_items.LockItemsForWrite(true);
217 if (0 == Items.Count)
207 { 218 {
208 if (0 == Items.Count) 219 m_items.LockItemsForWrite(false);
209 { 220 return;
210 return;
211 }
212 } 221 }
213 222
214 // Don't let this set the HasGroupChanged flag for attachments 223 // Don't let this set the HasGroupChanged flag for attachments
@@ -220,12 +229,15 @@ namespace OpenSim.Region.Framework.Scenes
220 m_part.ParentGroup.HasGroupChanged = true; 229 m_part.ParentGroup.HasGroupChanged = true;
221 } 230 }
222 231
223 List<TaskInventoryItem> items = GetInventoryItems(); 232 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
224 foreach (TaskInventoryItem item in items) 233 foreach (TaskInventoryItem item in items)
225 { 234 {
226 if (groupID != item.GroupID) 235 if (groupID != item.GroupID)
236 {
227 item.GroupID = groupID; 237 item.GroupID = groupID;
238 }
228 } 239 }
240 m_items.LockItemsForWrite(false);
229 } 241 }
230 242
231 private void QueryScriptStates() 243 private void QueryScriptStates()
@@ -233,15 +245,18 @@ namespace OpenSim.Region.Framework.Scenes
233 if (m_part == null || m_part.ParentGroup == null || m_part.ParentGroup.Scene == null) 245 if (m_part == null || m_part.ParentGroup == null || m_part.ParentGroup.Scene == null)
234 return; 246 return;
235 247
236 lock (Items) 248 Items.LockItemsForRead(true);
249 foreach (TaskInventoryItem item in Items.Values)
237 { 250 {
238 foreach (TaskInventoryItem item in Items.Values) 251 if (item.InvType == (int)InventoryType.LSL)
239 { 252 {
240 bool running; 253 bool running;
241 if (TryGetScriptInstanceRunning(m_part.ParentGroup.Scene, item, out running)) 254 if (TryGetScriptInstanceRunning(m_part.ParentGroup.Scene, item, out running))
242 item.ScriptRunning = running; 255 item.ScriptRunning = running;
243 } 256 }
244 } 257 }
258
259 Items.LockItemsForRead(false);
245 } 260 }
246 261
247 public bool TryGetScriptInstanceRunning(UUID itemId, out bool running) 262 public bool TryGetScriptInstanceRunning(UUID itemId, out bool running)
@@ -318,7 +333,10 @@ namespace OpenSim.Region.Framework.Scenes
318 { 333 {
319 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL); 334 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
320 foreach (TaskInventoryItem item in scripts) 335 foreach (TaskInventoryItem item in scripts)
336 {
321 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 337 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
338 m_part.RemoveScriptEvents(item.ItemID);
339 }
322 } 340 }
323 341
324 /// <summary> 342 /// <summary>
@@ -340,7 +358,10 @@ namespace OpenSim.Region.Framework.Scenes
340// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName); 358// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName);
341 359
342 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 360 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
361 {
362 StoreScriptError(item.ItemID, "no permission");
343 return false; 363 return false;
364 }
344 365
345 m_part.AddFlag(PrimFlags.Scripted); 366 m_part.AddFlag(PrimFlags.Scripted);
346 367
@@ -350,14 +371,13 @@ namespace OpenSim.Region.Framework.Scenes
350 if (stateSource == 2 && // Prim crossing 371 if (stateSource == 2 && // Prim crossing
351 m_part.ParentGroup.Scene.m_trustBinaries) 372 m_part.ParentGroup.Scene.m_trustBinaries)
352 { 373 {
353 lock (m_items) 374 m_items.LockItemsForWrite(true);
354 { 375 m_items[item.ItemID].PermsMask = 0;
355 m_items[item.ItemID].PermsMask = 0; 376 m_items[item.ItemID].PermsGranter = UUID.Zero;
356 m_items[item.ItemID].PermsGranter = UUID.Zero; 377 m_items.LockItemsForWrite(false);
357 }
358
359 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 378 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
360 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 379 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
380 StoreScriptErrors(item.ItemID, null);
361 m_part.ParentGroup.AddActiveScriptCount(1); 381 m_part.ParentGroup.AddActiveScriptCount(1);
362 m_part.ScheduleFullUpdate(); 382 m_part.ScheduleFullUpdate();
363 return true; 383 return true;
@@ -366,6 +386,8 @@ namespace OpenSim.Region.Framework.Scenes
366 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 386 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
367 if (null == asset) 387 if (null == asset)
368 { 388 {
389 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
390 StoreScriptError(item.ItemID, msg);
369 m_log.ErrorFormat( 391 m_log.ErrorFormat(
370 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 392 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
371 item.Name, item.ItemID, m_part.AbsolutePosition, 393 item.Name, item.ItemID, m_part.AbsolutePosition,
@@ -378,16 +400,18 @@ namespace OpenSim.Region.Framework.Scenes
378 if (m_part.ParentGroup.m_savedScriptState != null) 400 if (m_part.ParentGroup.m_savedScriptState != null)
379 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID); 401 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID);
380 402
381 lock (m_items) 403 m_items.LockItemsForWrite(true);
382 { 404
383 m_items[item.ItemID].OldItemID = item.OldItemID; 405 m_items[item.ItemID].OldItemID = item.OldItemID;
384 m_items[item.ItemID].PermsMask = 0; 406 m_items[item.ItemID].PermsMask = 0;
385 m_items[item.ItemID].PermsGranter = UUID.Zero; 407 m_items[item.ItemID].PermsGranter = UUID.Zero;
386 }
387 408
409 m_items.LockItemsForWrite(false);
410
388 string script = Utils.BytesToString(asset.Data); 411 string script = Utils.BytesToString(asset.Data);
389 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 412 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
390 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 413 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
414 StoreScriptErrors(item.ItemID, null);
391 if (!item.ScriptRunning) 415 if (!item.ScriptRunning)
392 m_part.ParentGroup.Scene.EventManager.TriggerStopScript( 416 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
393 m_part.LocalId, item.ItemID); 417 m_part.LocalId, item.ItemID);
@@ -460,22 +484,149 @@ namespace OpenSim.Region.Framework.Scenes
460 return stateID; 484 return stateID;
461 } 485 }
462 486
487 /// <summary>
488 /// Start a script which is in this prim's inventory.
489 /// Some processing may occur in the background, but this routine returns asap.
490 /// </summary>
491 /// <param name="itemId">
492 /// A <see cref="UUID"/>
493 /// </param>
463 public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 494 public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
464 { 495 {
465 TaskInventoryItem item = GetInventoryItem(itemId); 496 lock (m_scriptErrors)
466 if (item != null)
467 { 497 {
468 return CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 498 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
499 m_scriptErrors.Remove(itemId);
500 }
501 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
502 return true;
503 }
504
505 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
506 {
507 m_items.LockItemsForRead(true);
508 if (m_items.ContainsKey(itemId))
509 {
510 if (m_items.ContainsKey(itemId))
511 {
512 m_items.LockItemsForRead(false);
513 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
514 }
515 else
516 {
517 m_items.LockItemsForRead(false);
518 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
519 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
520 StoreScriptError(itemId, msg);
521 m_log.ErrorFormat(
522 "[PRIM INVENTORY]: " +
523 "Couldn't start script with ID {0} since it {1}", itemId, msg);
524 }
469 } 525 }
470 else 526 else
471 { 527 {
528 m_items.LockItemsForRead(false);
529 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
530 StoreScriptError(itemId, msg);
472 m_log.ErrorFormat( 531 m_log.ErrorFormat(
473 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 532 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
474 itemId, m_part.Name, m_part.UUID, 533 itemId, m_part.Name, m_part.UUID,
475 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 534 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
535 }
536
537 }
476 538
477 return false; 539 /// <summary>
540 /// Start a script which is in this prim's inventory and return any compilation error messages.
541 /// </summary>
542 /// <param name="itemId">
543 /// A <see cref="UUID"/>
544 /// </param>
545 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
546 {
547 ArrayList errors;
548
549 // Indicate to CreateScriptInstanceInternal() we want it to
550 // post any compilation/loading error messages
551 lock (m_scriptErrors)
552 {
553 m_scriptErrors[itemId] = null;
554 }
555
556 // Perform compilation/loading
557 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
558
559 // Wait for and retrieve any errors
560 lock (m_scriptErrors)
561 {
562 while ((errors = m_scriptErrors[itemId]) == null)
563 {
564 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
565 {
566 m_log.ErrorFormat(
567 "[PRIM INVENTORY]: " +
568 "timedout waiting for script {0} errors", itemId);
569 errors = m_scriptErrors[itemId];
570 if (errors == null)
571 {
572 errors = new ArrayList(1);
573 errors.Add("timedout waiting for errors");
574 }
575 break;
576 }
577 }
578 m_scriptErrors.Remove(itemId);
478 } 579 }
580 return errors;
581 }
582
583 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
584 private void StoreScriptErrors(UUID itemId, ArrayList errors)
585 {
586 lock (m_scriptErrors)
587 {
588 // If compilation/loading initiated via CreateScriptInstance(),
589 // it does not want the errors, so just get out
590 if (!m_scriptErrors.ContainsKey(itemId))
591 {
592 return;
593 }
594
595 // Initiated via CreateScriptInstanceEr(), if we know what the
596 // errors are, save them and wake CreateScriptInstanceEr().
597 if (errors != null)
598 {
599 m_scriptErrors[itemId] = errors;
600 System.Threading.Monitor.PulseAll(m_scriptErrors);
601 return;
602 }
603 }
604
605 // Initiated via CreateScriptInstanceEr() but we don't know what
606 // the errors are yet, so retrieve them from the script engine.
607 // This may involve some waiting internal to GetScriptErrors().
608 errors = GetScriptErrors(itemId);
609
610 // Get a default non-null value to indicate success.
611 if (errors == null)
612 {
613 errors = new ArrayList();
614 }
615
616 // Post to CreateScriptInstanceEr() and wake it up
617 lock (m_scriptErrors)
618 {
619 m_scriptErrors[itemId] = errors;
620 System.Threading.Monitor.PulseAll(m_scriptErrors);
621 }
622 }
623
624 // Like StoreScriptErrors(), but just posts a single string message
625 private void StoreScriptError(UUID itemId, string message)
626 {
627 ArrayList errors = new ArrayList(1);
628 errors.Add(message);
629 StoreScriptErrors(itemId, errors);
479 } 630 }
480 631
481 /// <summary> 632 /// <summary>
@@ -488,15 +639,7 @@ namespace OpenSim.Region.Framework.Scenes
488 /// </param> 639 /// </param>
489 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 640 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
490 { 641 {
491 bool scriptPresent = false; 642 if (m_items.ContainsKey(itemId))
492
493 lock (m_items)
494 {
495 if (m_items.ContainsKey(itemId))
496 scriptPresent = true;
497 }
498
499 if (scriptPresent)
500 { 643 {
501 if (!sceneObjectBeingDeleted) 644 if (!sceneObjectBeingDeleted)
502 m_part.RemoveScriptEvents(itemId); 645 m_part.RemoveScriptEvents(itemId);
@@ -567,14 +710,16 @@ namespace OpenSim.Region.Framework.Scenes
567 /// <returns></returns> 710 /// <returns></returns>
568 private bool InventoryContainsName(string name) 711 private bool InventoryContainsName(string name)
569 { 712 {
570 lock (m_items) 713 m_items.LockItemsForRead(true);
714 foreach (TaskInventoryItem item in m_items.Values)
571 { 715 {
572 foreach (TaskInventoryItem item in m_items.Values) 716 if (item.Name == name)
573 { 717 {
574 if (item.Name == name) 718 m_items.LockItemsForRead(false);
575 return true; 719 return true;
576 } 720 }
577 } 721 }
722 m_items.LockItemsForRead(false);
578 return false; 723 return false;
579 } 724 }
580 725
@@ -616,8 +761,9 @@ namespace OpenSim.Region.Framework.Scenes
616 /// <param name="item"></param> 761 /// <param name="item"></param>
617 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 762 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
618 { 763 {
619 List<TaskInventoryItem> il = GetInventoryItems(); 764 m_items.LockItemsForRead(true);
620 765 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
766 m_items.LockItemsForRead(false);
621 foreach (TaskInventoryItem i in il) 767 foreach (TaskInventoryItem i in il)
622 { 768 {
623 if (i.Name == item.Name) 769 if (i.Name == item.Name)
@@ -655,14 +801,14 @@ namespace OpenSim.Region.Framework.Scenes
655 item.Name = name; 801 item.Name = name;
656 item.GroupID = m_part.GroupID; 802 item.GroupID = m_part.GroupID;
657 803
658 lock (m_items) 804 m_items.LockItemsForWrite(true);
659 m_items.Add(item.ItemID, item); 805 m_items.Add(item.ItemID, item);
660 806 m_items.LockItemsForWrite(false);
661 if (allowedDrop) 807 if (allowedDrop)
662 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 808 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
663 else 809 else
664 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 810 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
665 811
666 m_inventorySerial++; 812 m_inventorySerial++;
667 //m_inventorySerial += 2; 813 //m_inventorySerial += 2;
668 HasInventoryChanged = true; 814 HasInventoryChanged = true;
@@ -678,15 +824,15 @@ namespace OpenSim.Region.Framework.Scenes
678 /// <param name="items"></param> 824 /// <param name="items"></param>
679 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 825 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
680 { 826 {
681 lock (m_items) 827 m_items.LockItemsForWrite(true);
828 foreach (TaskInventoryItem item in items)
682 { 829 {
683 foreach (TaskInventoryItem item in items) 830 m_items.Add(item.ItemID, item);
684 { 831// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
685 m_items.Add(item.ItemID, item);
686// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
687 }
688 m_inventorySerial++;
689 } 832 }
833 m_items.LockItemsForWrite(false);
834
835 m_inventorySerial++;
690 } 836 }
691 837
692 /// <summary> 838 /// <summary>
@@ -697,23 +843,24 @@ namespace OpenSim.Region.Framework.Scenes
697 public TaskInventoryItem GetInventoryItem(UUID itemId) 843 public TaskInventoryItem GetInventoryItem(UUID itemId)
698 { 844 {
699 TaskInventoryItem item; 845 TaskInventoryItem item;
700 846 m_items.LockItemsForRead(true);
701 lock (m_items) 847 m_items.TryGetValue(itemId, out item);
702 m_items.TryGetValue(itemId, out item); 848 m_items.LockItemsForRead(false);
703
704 return item; 849 return item;
705 } 850 }
706 851
707 public TaskInventoryItem GetInventoryItem(string name) 852 public TaskInventoryItem GetInventoryItem(string name)
708 { 853 {
709 lock (m_items) 854 m_items.LockItemsForRead(true);
855 foreach (TaskInventoryItem item in m_items.Values)
710 { 856 {
711 foreach (TaskInventoryItem item in m_items.Values) 857 if (item.Name == name)
712 { 858 {
713 if (item.Name == name) 859 m_items.LockItemsForRead(false);
714 return item; 860 return item;
715 } 861 }
716 } 862 }
863 m_items.LockItemsForRead(false);
717 864
718 return null; 865 return null;
719 } 866 }
@@ -722,15 +869,16 @@ namespace OpenSim.Region.Framework.Scenes
722 { 869 {
723 List<TaskInventoryItem> items = new List<TaskInventoryItem>(); 870 List<TaskInventoryItem> items = new List<TaskInventoryItem>();
724 871
725 lock (m_items) 872 m_items.LockItemsForRead(true);
873
874 foreach (TaskInventoryItem item in m_items.Values)
726 { 875 {
727 foreach (TaskInventoryItem item in m_items.Values) 876 if (item.Name == name)
728 { 877 items.Add(item);
729 if (item.Name == name)
730 items.Add(item);
731 }
732 } 878 }
733 879
880 m_items.LockItemsForRead(false);
881
734 return items; 882 return items;
735 } 883 }
736 884
@@ -757,6 +905,10 @@ namespace OpenSim.Region.Framework.Scenes
757 { 905 {
758 SceneObjectGroup group = objlist[i]; 906 SceneObjectGroup group = objlist[i];
759 907
908 group.RootPart.AttachPoint = group.RootPart.Shape.State;
909 group.RootPart.AttachOffset = group.AbsolutePosition;
910 group.RootPart.AttachRotation = group.GroupRotation;
911
760 group.ResetIDs(); 912 group.ResetIDs();
761 913
762 SceneObjectPart rootPart = group.GetPart(group.UUID); 914 SceneObjectPart rootPart = group.GetPart(group.UUID);
@@ -832,8 +984,9 @@ namespace OpenSim.Region.Framework.Scenes
832 984
833 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 985 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
834 { 986 {
835 TaskInventoryItem it = GetInventoryItem(item.ItemID); 987 m_items.LockItemsForWrite(true);
836 if (it != null) 988
989 if (m_items.ContainsKey(item.ItemID))
837 { 990 {
838// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 991// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
839 992
@@ -846,14 +999,10 @@ namespace OpenSim.Region.Framework.Scenes
846 item.GroupID = m_part.GroupID; 999 item.GroupID = m_part.GroupID;
847 1000
848 if (item.AssetID == UUID.Zero) 1001 if (item.AssetID == UUID.Zero)
849 item.AssetID = it.AssetID; 1002 item.AssetID = m_items[item.ItemID].AssetID;
850 1003
851 lock (m_items) 1004 m_items[item.ItemID] = item;
852 { 1005 m_inventorySerial++;
853 m_items[item.ItemID] = item;
854 m_inventorySerial++;
855 }
856
857 if (fireScriptEvents) 1006 if (fireScriptEvents)
858 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 1007 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
859 1008
@@ -862,7 +1011,7 @@ namespace OpenSim.Region.Framework.Scenes
862 HasInventoryChanged = true; 1011 HasInventoryChanged = true;
863 m_part.ParentGroup.HasGroupChanged = true; 1012 m_part.ParentGroup.HasGroupChanged = true;
864 } 1013 }
865 1014 m_items.LockItemsForWrite(false);
866 return true; 1015 return true;
867 } 1016 }
868 else 1017 else
@@ -873,8 +1022,9 @@ namespace OpenSim.Region.Framework.Scenes
873 item.ItemID, m_part.Name, m_part.UUID, 1022 item.ItemID, m_part.Name, m_part.UUID,
874 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 1023 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
875 } 1024 }
876 return false; 1025 m_items.LockItemsForWrite(false);
877 1026
1027 return false;
878 } 1028 }
879 1029
880 /// <summary> 1030 /// <summary>
@@ -885,43 +1035,59 @@ namespace OpenSim.Region.Framework.Scenes
885 /// in this prim's inventory.</returns> 1035 /// in this prim's inventory.</returns>
886 public int RemoveInventoryItem(UUID itemID) 1036 public int RemoveInventoryItem(UUID itemID)
887 { 1037 {
888 TaskInventoryItem item = GetInventoryItem(itemID); 1038 m_items.LockItemsForRead(true);
889 if (item != null) 1039
1040 if (m_items.ContainsKey(itemID))
890 { 1041 {
891 int type = m_items[itemID].InvType; 1042 int type = m_items[itemID].InvType;
1043 m_items.LockItemsForRead(false);
892 if (type == 10) // Script 1044 if (type == 10) // Script
893 { 1045 {
894 m_part.RemoveScriptEvents(itemID);
895 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 1046 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
896 } 1047 }
1048 m_items.LockItemsForWrite(true);
897 m_items.Remove(itemID); 1049 m_items.Remove(itemID);
1050 m_items.LockItemsForWrite(false);
898 m_inventorySerial++; 1051 m_inventorySerial++;
899 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 1052 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
900 1053
901 HasInventoryChanged = true; 1054 HasInventoryChanged = true;
902 m_part.ParentGroup.HasGroupChanged = true; 1055 m_part.ParentGroup.HasGroupChanged = true;
903 1056
904 if (!ContainsScripts()) 1057 int scriptcount = 0;
1058 m_items.LockItemsForRead(true);
1059 foreach (TaskInventoryItem item in m_items.Values)
1060 {
1061 if (item.Type == 10)
1062 {
1063 scriptcount++;
1064 }
1065 }
1066 m_items.LockItemsForRead(false);
1067
1068
1069 if (scriptcount <= 0)
1070 {
905 m_part.RemFlag(PrimFlags.Scripted); 1071 m_part.RemFlag(PrimFlags.Scripted);
1072 }
906 1073
907 m_part.ScheduleFullUpdate(); 1074 m_part.ScheduleFullUpdate();
908 1075
909 return type; 1076 return type;
910
911 } 1077 }
912 else 1078 else
913 { 1079 {
1080 m_items.LockItemsForRead(false);
914 m_log.ErrorFormat( 1081 m_log.ErrorFormat(
915 "[PRIM INVENTORY]: " + 1082 "[PRIM INVENTORY]: " +
916 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 1083 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
917 itemID, m_part.Name, m_part.UUID, 1084 itemID, m_part.Name, m_part.UUID);
918 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
919 } 1085 }
920 1086
921 return -1; 1087 return -1;
922 } 1088 }
923 1089
924 private bool CreateInventoryFile() 1090 private bool CreateInventoryFileName()
925 { 1091 {
926// m_log.DebugFormat( 1092// m_log.DebugFormat(
927// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 1093// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -930,70 +1096,12 @@ namespace OpenSim.Region.Framework.Scenes
930 if (m_inventoryFileName == String.Empty || 1096 if (m_inventoryFileName == String.Empty ||
931 m_inventoryFileNameSerial < m_inventorySerial) 1097 m_inventoryFileNameSerial < m_inventorySerial)
932 { 1098 {
933 // Something changed, we need to create a new file
934 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 1099 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
935 m_inventoryFileNameSerial = m_inventorySerial; 1100 m_inventoryFileNameSerial = m_inventorySerial;
936 1101
937 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
938
939 lock (m_items)
940 {
941 foreach (TaskInventoryItem item in m_items.Values)
942 {
943// m_log.DebugFormat(
944// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}",
945// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
946
947 UUID ownerID = item.OwnerID;
948 uint everyoneMask = 0;
949 uint baseMask = item.BasePermissions;
950 uint ownerMask = item.CurrentPermissions;
951 uint groupMask = item.GroupPermissions;
952
953 invString.AddItemStart();
954 invString.AddNameValueLine("item_id", item.ItemID.ToString());
955 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
956
957 invString.AddPermissionsStart();
958
959 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
960 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
961 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
962 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
963 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
964
965 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
966 invString.AddNameValueLine("owner_id", ownerID.ToString());
967
968 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
969
970 invString.AddNameValueLine("group_id", item.GroupID.ToString());
971 invString.AddSectionEnd();
972
973 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
974 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
975 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
976 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
977
978 invString.AddSaleStart();
979 invString.AddNameValueLine("sale_type", "not");
980 invString.AddNameValueLine("sale_price", "0");
981 invString.AddSectionEnd();
982
983 invString.AddNameValueLine("name", item.Name + "|");
984 invString.AddNameValueLine("desc", item.Description + "|");
985
986 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
987 invString.AddSectionEnd();
988 }
989 }
990
991 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
992
993 return true; 1102 return true;
994 } 1103 }
995 1104
996 // No need to recreate, the existing file is fine
997 return false; 1105 return false;
998 } 1106 }
999 1107
@@ -1003,43 +1111,110 @@ namespace OpenSim.Region.Framework.Scenes
1003 /// <param name="xferManager"></param> 1111 /// <param name="xferManager"></param>
1004 public void RequestInventoryFile(IClientAPI client, IXfer xferManager) 1112 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
1005 { 1113 {
1006 lock (m_items) 1114 bool changed = CreateInventoryFileName();
1007 {
1008 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
1009 // a new script if any previous deletion has left the prim inventory empty.
1010 if (m_items.Count == 0) // No inventory
1011 {
1012// m_log.DebugFormat(
1013// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
1014// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
1015 1115
1016 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1116 bool includeAssets = false;
1017 return; 1117 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1018 } 1118 includeAssets = true;
1119
1120 if (m_inventoryPrivileged != includeAssets)
1121 changed = true;
1122
1123 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1019 1124
1020 CreateInventoryFile(); 1125 Items.LockItemsForRead(true);
1126
1127 if (m_inventorySerial == 0) // No inventory
1128 {
1129 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1130 Items.LockItemsForRead(false);
1131 return;
1132 }
1133
1134 if (m_items.Count == 0) // No inventory
1135 {
1136 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1137 Items.LockItemsForRead(false);
1138 return;
1139 }
1021 1140
1022 // In principle, we should only do the rest if the inventory changed; 1141 if (!changed)
1023 // by sending m_inventorySerial to the client, it ought to know 1142 {
1024 // that nothing changed and that it doesn't need to request the file.
1025 // Unfortunately, it doesn't look like the client optimizes this;
1026 // the client seems to always come back and request the Xfer,
1027 // no matter what value m_inventorySerial has.
1028 // FIXME: Could probably be > 0 here rather than > 2
1029 if (m_inventoryFileData.Length > 2) 1143 if (m_inventoryFileData.Length > 2)
1030 { 1144 {
1031 // Add the file for Xfer 1145 xferManager.AddNewFile(m_inventoryFileName,
1032 // m_log.DebugFormat( 1146 m_inventoryFileData);
1033 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}", 1147 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1034 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId); 1148 Util.StringToBytes256(m_inventoryFileName));
1035 1149
1036 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData); 1150 Items.LockItemsForRead(false);
1151 return;
1037 } 1152 }
1038
1039 // Tell the client we're ready to Xfer the file
1040 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1041 Util.StringToBytes256(m_inventoryFileName));
1042 } 1153 }
1154
1155 m_inventoryPrivileged = includeAssets;
1156
1157 foreach (TaskInventoryItem item in m_items.Values)
1158 {
1159 UUID ownerID = item.OwnerID;
1160 uint everyoneMask = 0;
1161 uint baseMask = item.BasePermissions;
1162 uint ownerMask = item.CurrentPermissions;
1163 uint groupMask = item.GroupPermissions;
1164
1165 invString.AddItemStart();
1166 invString.AddNameValueLine("item_id", item.ItemID.ToString());
1167 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
1168
1169 invString.AddPermissionsStart();
1170
1171 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1172 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1173 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1174 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1175 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
1176
1177 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
1178 invString.AddNameValueLine("owner_id", ownerID.ToString());
1179
1180 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
1181
1182 invString.AddNameValueLine("group_id", item.GroupID.ToString());
1183 invString.AddSectionEnd();
1184
1185 if (includeAssets)
1186 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1187 else
1188 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1189 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
1190 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
1191 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
1192
1193 invString.AddSaleStart();
1194 invString.AddNameValueLine("sale_type", "not");
1195 invString.AddNameValueLine("sale_price", "0");
1196 invString.AddSectionEnd();
1197
1198 invString.AddNameValueLine("name", item.Name + "|");
1199 invString.AddNameValueLine("desc", item.Description + "|");
1200
1201 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1202 invString.AddSectionEnd();
1203 }
1204
1205 Items.LockItemsForRead(false);
1206
1207 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
1208
1209 if (m_inventoryFileData.Length > 2)
1210 {
1211 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
1212 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1213 Util.StringToBytes256(m_inventoryFileName));
1214 return;
1215 }
1216
1217 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1043 } 1218 }
1044 1219
1045 /// <summary> 1220 /// <summary>
@@ -1048,13 +1223,19 @@ namespace OpenSim.Region.Framework.Scenes
1048 /// <param name="datastore"></param> 1223 /// <param name="datastore"></param>
1049 public void ProcessInventoryBackup(ISimulationDataService datastore) 1224 public void ProcessInventoryBackup(ISimulationDataService datastore)
1050 { 1225 {
1051 if (HasInventoryChanged) 1226// Removed this because linking will cause an immediate delete of the new
1052 { 1227// child prim from the database and the subsequent storing of the prim sees
1053 HasInventoryChanged = false; 1228// the inventory of it as unchanged and doesn't store it at all. The overhead
1054 List<TaskInventoryItem> items = GetInventoryItems(); 1229// of storing prim inventory needlessly is much less than the aggravation
1055 datastore.StorePrimInventory(m_part.UUID, items); 1230// of prim inventory loss.
1231// if (HasInventoryChanged)
1232// {
1233 Items.LockItemsForRead(true);
1234 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1235 Items.LockItemsForRead(false);
1056 1236
1057 } 1237 HasInventoryChanged = false;
1238// }
1058 } 1239 }
1059 1240
1060 public class InventoryStringBuilder 1241 public class InventoryStringBuilder
@@ -1120,87 +1301,63 @@ namespace OpenSim.Region.Framework.Scenes
1120 { 1301 {
1121 uint mask=0x7fffffff; 1302 uint mask=0x7fffffff;
1122 1303
1123 lock (m_items) 1304 foreach (TaskInventoryItem item in m_items.Values)
1124 { 1305 {
1125 foreach (TaskInventoryItem item in m_items.Values) 1306 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1307 mask &= ~((uint)PermissionMask.Copy >> 13);
1308 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1309 mask &= ~((uint)PermissionMask.Transfer >> 13);
1310 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1311 mask &= ~((uint)PermissionMask.Modify >> 13);
1312
1313 if (item.InvType == (int)InventoryType.Object)
1126 { 1314 {
1127 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1315 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1128 mask &= ~((uint)PermissionMask.Copy >> 13); 1316 mask &= ~((uint)PermissionMask.Copy >> 13);
1129 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1317 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1130 mask &= ~((uint)PermissionMask.Transfer >> 13); 1318 mask &= ~((uint)PermissionMask.Transfer >> 13);
1131 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1319 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1132 mask &= ~((uint)PermissionMask.Modify >> 13); 1320 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
1153 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1154 mask &= ~(uint)PermissionMask.Copy;
1155 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1156 mask &= ~(uint)PermissionMask.Transfer;
1157 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1158 mask &= ~(uint)PermissionMask.Modify;
1159 } 1321 }
1322
1323 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1324 mask &= ~(uint)PermissionMask.Copy;
1325 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1326 mask &= ~(uint)PermissionMask.Transfer;
1327 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1328 mask &= ~(uint)PermissionMask.Modify;
1160 } 1329 }
1161
1162 return mask; 1330 return mask;
1163 } 1331 }
1164 1332
1165 public void ApplyNextOwnerPermissions() 1333 public void ApplyNextOwnerPermissions()
1166 { 1334 {
1167 lock (m_items) 1335 foreach (TaskInventoryItem item in m_items.Values)
1168 { 1336 {
1169 foreach (TaskInventoryItem item in m_items.Values) 1337 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1170 { 1338 {
1171// m_log.DebugFormat ( 1339 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1172// "[SCENE OBJECT PART INVENTORY]: Applying next permissions {0} to {1} in {2} with current {3}, base {4}, everyone {5}", 1340 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1173// item.NextPermissions, item.Name, m_part.Name, item.CurrentPermissions, item.BasePermissions, item.EveryonePermissions); 1341 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1174 1342 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1175 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1343 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1176 { 1344 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1177 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1178 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1179 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1180 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1181 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1182 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1183 }
1184
1185 item.CurrentPermissions &= item.NextPermissions;
1186 item.BasePermissions &= item.NextPermissions;
1187 item.EveryonePermissions &= item.NextPermissions;
1188 item.OwnerChanged = true;
1189 item.PermsMask = 0;
1190 item.PermsGranter = UUID.Zero;
1191 } 1345 }
1346 item.CurrentPermissions &= item.NextPermissions;
1347 item.BasePermissions &= item.NextPermissions;
1348 item.EveryonePermissions &= item.NextPermissions;
1349 item.OwnerChanged = true;
1350 item.PermsMask = 0;
1351 item.PermsGranter = UUID.Zero;
1192 } 1352 }
1193 } 1353 }
1194 1354
1195 public void ApplyGodPermissions(uint perms) 1355 public void ApplyGodPermissions(uint perms)
1196 { 1356 {
1197 lock (m_items) 1357 foreach (TaskInventoryItem item in m_items.Values)
1198 { 1358 {
1199 foreach (TaskInventoryItem item in m_items.Values) 1359 item.CurrentPermissions = perms;
1200 { 1360 item.BasePermissions = perms;
1201 item.CurrentPermissions = perms;
1202 item.BasePermissions = perms;
1203 }
1204 } 1361 }
1205 1362
1206 m_inventorySerial++; 1363 m_inventorySerial++;
@@ -1213,14 +1370,11 @@ namespace OpenSim.Region.Framework.Scenes
1213 /// <returns></returns> 1370 /// <returns></returns>
1214 public bool ContainsScripts() 1371 public bool ContainsScripts()
1215 { 1372 {
1216 lock (m_items) 1373 foreach (TaskInventoryItem item in m_items.Values)
1217 { 1374 {
1218 foreach (TaskInventoryItem item in m_items.Values) 1375 if (item.InvType == (int)InventoryType.LSL)
1219 { 1376 {
1220 if (item.InvType == (int)InventoryType.LSL) 1377 return true;
1221 {
1222 return true;
1223 }
1224 } 1378 }
1225 } 1379 }
1226 1380
@@ -1234,17 +1388,15 @@ namespace OpenSim.Region.Framework.Scenes
1234 public int ScriptCount() 1388 public int ScriptCount()
1235 { 1389 {
1236 int count = 0; 1390 int count = 0;
1237 lock (m_items) 1391 Items.LockItemsForRead(true);
1392 foreach (TaskInventoryItem item in m_items.Values)
1238 { 1393 {
1239 foreach (TaskInventoryItem item in m_items.Values) 1394 if (item.InvType == (int)InventoryType.LSL)
1240 { 1395 {
1241 if (item.InvType == (int)InventoryType.LSL) 1396 count++;
1242 {
1243 count++;
1244 }
1245 } 1397 }
1246 } 1398 }
1247 1399 Items.LockItemsForRead(false);
1248 return count; 1400 return count;
1249 } 1401 }
1250 /// <summary> 1402 /// <summary>
@@ -1280,11 +1432,8 @@ namespace OpenSim.Region.Framework.Scenes
1280 { 1432 {
1281 List<UUID> ret = new List<UUID>(); 1433 List<UUID> ret = new List<UUID>();
1282 1434
1283 lock (m_items) 1435 foreach (TaskInventoryItem item in m_items.Values)
1284 { 1436 ret.Add(item.ItemID);
1285 foreach (TaskInventoryItem item in m_items.Values)
1286 ret.Add(item.ItemID);
1287 }
1288 1437
1289 return ret; 1438 return ret;
1290 } 1439 }
@@ -1293,8 +1442,9 @@ namespace OpenSim.Region.Framework.Scenes
1293 { 1442 {
1294 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1443 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1295 1444
1296 lock (m_items) 1445 Items.LockItemsForRead(true);
1297 ret = new List<TaskInventoryItem>(m_items.Values); 1446 ret = new List<TaskInventoryItem>(m_items.Values);
1447 Items.LockItemsForRead(false);
1298 1448
1299 return ret; 1449 return ret;
1300 } 1450 }
@@ -1303,18 +1453,24 @@ namespace OpenSim.Region.Framework.Scenes
1303 { 1453 {
1304 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1454 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1305 1455
1306 lock (m_items) 1456 Items.LockItemsForRead(true);
1307 { 1457
1308 foreach (TaskInventoryItem item in m_items.Values) 1458 foreach (TaskInventoryItem item in m_items.Values)
1309 if (item.InvType == (int)type) 1459 if (item.InvType == (int)type)
1310 ret.Add(item); 1460 ret.Add(item);
1311 } 1461
1462 Items.LockItemsForRead(false);
1312 1463
1313 return ret; 1464 return ret;
1314 } 1465 }
1315 1466
1316 public Dictionary<UUID, string> GetScriptStates() 1467 public Dictionary<UUID, string> GetScriptStates()
1317 { 1468 {
1469 return GetScriptStates(false);
1470 }
1471
1472 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1473 {
1318 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1474 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1319 1475
1320 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1476 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1340,14 +1496,21 @@ namespace OpenSim.Region.Framework.Scenes
1340 string n = e.GetXMLState(item.ItemID); 1496 string n = e.GetXMLState(item.ItemID);
1341 if (n != String.Empty) 1497 if (n != String.Empty)
1342 { 1498 {
1343 if (!ret.ContainsKey(item.ItemID)) 1499 if (oldIDs)
1344 ret[item.ItemID] = n; 1500 {
1501 if (!ret.ContainsKey(item.OldItemID))
1502 ret[item.OldItemID] = n;
1503 }
1504 else
1505 {
1506 if (!ret.ContainsKey(item.ItemID))
1507 ret[item.ItemID] = n;
1508 }
1345 break; 1509 break;
1346 } 1510 }
1347 } 1511 }
1348 } 1512 }
1349 } 1513 }
1350
1351 return ret; 1514 return ret;
1352 } 1515 }
1353 1516
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 7243db1..9f330fd 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -65,6 +65,7 @@ namespace OpenSim.Region.Framework.Scenes
65 65
66 struct ScriptControllers 66 struct ScriptControllers
67 { 67 {
68 public UUID objectID;
68 public UUID itemID; 69 public UUID itemID;
69 public ScriptControlled ignoreControls; 70 public ScriptControlled ignoreControls;
70 public ScriptControlled eventControls; 71 public ScriptControlled eventControls;
@@ -120,7 +121,7 @@ namespace OpenSim.Region.Framework.Scenes
120 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 121 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
121 /// issue #1716 122 /// issue #1716
122 /// </summary> 123 /// </summary>
123 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 124 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f);
124 125
125 /// <summary> 126 /// <summary>
126 /// Movement updates for agents in neighboring regions are sent directly to clients. 127 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -142,8 +143,6 @@ namespace OpenSim.Region.Framework.Scenes
142 /// <remarks> 143 /// <remarks>
143 /// TODO: For some reason, we effectively have a list both here and in Appearance. Need to work out if this is 144 /// TODO: For some reason, we effectively have a list both here and in Appearance. Need to work out if this is
144 /// necessary. 145 /// necessary.
145 /// NOTE: To avoid deadlocks, do not lock m_attachments and then perform other tasks under that lock. Take a copy
146 /// of the list and act on that instead.
147 /// </remarks> 146 /// </remarks>
148 private List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>(); 147 private List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>();
149 148
@@ -162,6 +161,10 @@ namespace OpenSim.Region.Framework.Scenes
162 private Vector3 m_lastPosition; 161 private Vector3 m_lastPosition;
163 private Quaternion m_lastRotation; 162 private Quaternion m_lastRotation;
164 private Vector3 m_lastVelocity; 163 private Vector3 m_lastVelocity;
164 private Vector3 m_lastSize = new Vector3(0.45f,0.6f,1.9f);
165
166 private bool m_followCamAuto = false;
167
165 168
166 private Vector3? m_forceToApply; 169 private Vector3? m_forceToApply;
167 private int m_userFlags; 170 private int m_userFlags;
@@ -194,6 +197,7 @@ namespace OpenSim.Region.Framework.Scenes
194// private int m_lastColCount = -1; //KF: Look for Collision chnages 197// private int m_lastColCount = -1; //KF: Look for Collision chnages
195// private int m_updateCount = 0; //KF: Update Anims for a while 198// private int m_updateCount = 0; //KF: Update Anims for a while
196// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 199// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
200 private List<uint> m_lastColliders = new List<uint>();
197 201
198 private TeleportFlags m_teleportFlags; 202 private TeleportFlags m_teleportFlags;
199 public TeleportFlags TeleportFlags 203 public TeleportFlags TeleportFlags
@@ -249,8 +253,6 @@ namespace OpenSim.Region.Framework.Scenes
249 /// </summary> 253 /// </summary>
250 public bool LandAtTarget { get; private set; } 254 public bool LandAtTarget { get; private set; }
251 255
252 private bool m_followCamAuto;
253
254 private int m_movementUpdateCount; 256 private int m_movementUpdateCount;
255 private const int NumMovementsBetweenRayCast = 5; 257 private const int NumMovementsBetweenRayCast = 5;
256 258
@@ -258,6 +260,13 @@ namespace OpenSim.Region.Framework.Scenes
258 //private int m_moveToPositionStateStatus; 260 //private int m_moveToPositionStateStatus;
259 //***************************************************** 261 //*****************************************************
260 262
263 private bool m_collisionEventFlag = false;
264 private object m_collisionEventLock = new Object();
265
266 private int m_movementAnimationUpdateCounter = 0;
267
268 public Vector3 PrevSitOffset { get; set; }
269
261 protected AvatarAppearance m_appearance; 270 protected AvatarAppearance m_appearance;
262 271
263 public AvatarAppearance Appearance 272 public AvatarAppearance Appearance
@@ -400,6 +409,9 @@ namespace OpenSim.Region.Framework.Scenes
400 /// </summary> 409 /// </summary>
401 protected Vector3 m_lastCameraPosition; 410 protected Vector3 m_lastCameraPosition;
402 411
412 private Vector4 m_lastCameraCollisionPlane = new Vector4(0f, 0f, 0f, 1);
413 private bool m_doingCamRayCast = false;
414
403 public Vector3 CameraPosition { get; set; } 415 public Vector3 CameraPosition { get; set; }
404 416
405 public Quaternion CameraRotation 417 public Quaternion CameraRotation
@@ -480,7 +492,9 @@ namespace OpenSim.Region.Framework.Scenes
480 get { return (IClientCore)ControllingClient; } 492 get { return (IClientCore)ControllingClient; }
481 } 493 }
482 494
483 public Vector3 ParentPosition { get; set; } 495 public UUID COF { get; set; }
496
497// public Vector3 ParentPosition { get; set; }
484 498
485 /// <summary> 499 /// <summary>
486 /// Position of this avatar relative to the region the avatar is in 500 /// Position of this avatar relative to the region the avatar is in
@@ -541,7 +555,7 @@ namespace OpenSim.Region.Framework.Scenes
541 if (ParentID == 0) 555 if (ParentID == 0)
542 { 556 {
543 m_pos = value; 557 m_pos = value;
544 ParentPosition = Vector3.Zero; 558// ParentPosition = Vector3.Zero;
545 } 559 }
546 560
547 //m_log.DebugFormat( 561 //m_log.DebugFormat(
@@ -610,7 +624,24 @@ namespace OpenSim.Region.Framework.Scenes
610// Scene.RegionInfo.RegionName, Name, m_velocity); 624// Scene.RegionInfo.RegionName, Name, m_velocity);
611 } 625 }
612 } 626 }
627/*
628 public override Vector3 AngularVelocity
629 {
630 get
631 {
632 if (PhysicsActor != null)
633 {
634 m_rotationalvelocity = PhysicsActor.RotationalVelocity;
613 635
636 // m_log.DebugFormat(
637 // "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!",
638 // m_velocity, Name, Scene.RegionInfo.RegionName);
639 }
640
641 return m_rotationalvelocity;
642 }
643 }
644*/
614 private Quaternion m_bodyRot = Quaternion.Identity; 645 private Quaternion m_bodyRot = Quaternion.Identity;
615 646
616 /// <summary> 647 /// <summary>
@@ -633,8 +664,16 @@ namespace OpenSim.Region.Framework.Scenes
633 m_bodyRot = value; 664 m_bodyRot = value;
634 665
635 if (PhysicsActor != null) 666 if (PhysicsActor != null)
636 PhysicsActor.Orientation = m_bodyRot; 667 {
637 668 try
669 {
670 PhysicsActor.Orientation = m_bodyRot;
671 }
672 catch (Exception e)
673 {
674 m_log.Error("[SCENE PRESENCE]: Orientation " + e.Message);
675 }
676 }
638// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot); 677// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot);
639 } 678 }
640 } 679 }
@@ -648,12 +687,20 @@ namespace OpenSim.Region.Framework.Scenes
648 } 687 }
649 688
650 public bool IsChildAgent { get; set; } 689 public bool IsChildAgent { get; set; }
690 public bool IsLoggingIn { get; set; }
651 691
652 /// <summary> 692 /// <summary>
653 /// If the avatar is sitting, the local ID of the prim that it's sitting on. If not sitting then zero. 693 /// If the avatar is sitting, the local ID of the prim that it's sitting on. If not sitting then zero.
654 /// </summary> 694 /// </summary>
655 public uint ParentID { get; set; } 695 public uint ParentID { get; set; }
656 696
697 public UUID ParentUUID
698 {
699 get { return m_parentUUID; }
700 set { m_parentUUID = value; }
701 }
702 private UUID m_parentUUID = UUID.Zero;
703
657 /// <summary> 704 /// <summary>
658 /// Are we sitting on an object? 705 /// Are we sitting on an object?
659 /// </summary> 706 /// </summary>
@@ -803,6 +850,7 @@ namespace OpenSim.Region.Framework.Scenes
803 AttachmentsSyncLock = new Object(); 850 AttachmentsSyncLock = new Object();
804 AllowMovement = true; 851 AllowMovement = true;
805 IsChildAgent = true; 852 IsChildAgent = true;
853 IsLoggingIn = false;
806 m_sendCoarseLocationsMethod = SendCoarseLocationsDefault; 854 m_sendCoarseLocationsMethod = SendCoarseLocationsDefault;
807 Animator = new ScenePresenceAnimator(this); 855 Animator = new ScenePresenceAnimator(this);
808 PresenceType = type; 856 PresenceType = type;
@@ -848,6 +896,33 @@ namespace OpenSim.Region.Framework.Scenes
848 m_stateMachine = new ScenePresenceStateMachine(this); 896 m_stateMachine = new ScenePresenceStateMachine(this);
849 } 897 }
850 898
899 private void RegionHeartbeatEnd(Scene scene)
900 {
901 if (IsChildAgent)
902 return;
903
904 m_movementAnimationUpdateCounter ++;
905 if (m_movementAnimationUpdateCounter >= 2)
906 {
907 m_movementAnimationUpdateCounter = 0;
908 if (Animator != null)
909 {
910 // If the parentID == 0 we are not sitting
911 // if !SitGournd then we are not sitting on the ground
912 // Fairly straightforward, now here comes the twist
913 // if ParentUUID is NOT UUID.Zero, we are looking to
914 // be sat on an object that isn't there yet. Should
915 // be treated as if sat.
916 if(ParentID == 0 && !SitGround && ParentUUID == UUID.Zero) // skip it if sitting
917 Animator.UpdateMovementAnimations();
918 }
919 else
920 {
921 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
922 }
923 }
924 }
925
851 public void RegisterToEvents() 926 public void RegisterToEvents()
852 { 927 {
853 ControllingClient.OnCompleteMovementToRegion += CompleteMovement; 928 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
@@ -858,8 +933,10 @@ namespace OpenSim.Region.Framework.Scenes
858 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; 933 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
859 ControllingClient.OnStartAnim += HandleStartAnim; 934 ControllingClient.OnStartAnim += HandleStartAnim;
860 ControllingClient.OnStopAnim += HandleStopAnim; 935 ControllingClient.OnStopAnim += HandleStopAnim;
936 ControllingClient.OnChangeAnim += avnHandleChangeAnim;
861 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls; 937 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls;
862 ControllingClient.OnAutoPilotGo += MoveToTarget; 938 ControllingClient.OnAutoPilotGo += MoveToTarget;
939 ControllingClient.OnUpdateThrottles += RaiseUpdateThrottles;
863 940
864 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange); 941 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange);
865 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement); 942 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement);
@@ -918,6 +995,38 @@ namespace OpenSim.Region.Framework.Scenes
918// "[SCENE]: Upgrading child to root agent for {0} in {1}", 995// "[SCENE]: Upgrading child to root agent for {0} in {1}",
919// Name, m_scene.RegionInfo.RegionName); 996// Name, m_scene.RegionInfo.RegionName);
920 997
998 if (ParentUUID != UUID.Zero)
999 {
1000 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
1001 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
1002 if (part == null)
1003 {
1004 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
1005 }
1006 else
1007 {
1008 part.ParentGroup.AddAvatar(UUID);
1009 if (part.SitTargetPosition != Vector3.Zero)
1010 part.SitTargetAvatar = UUID;
1011// ParentPosition = part.GetWorldPosition();
1012 ParentID = part.LocalId;
1013 ParentPart = part;
1014 m_pos = PrevSitOffset;
1015// pos = ParentPosition;
1016 pos = part.GetWorldPosition();
1017 }
1018 ParentUUID = UUID.Zero;
1019
1020 IsChildAgent = false;
1021
1022// Animator.TrySetMovementAnimation("SIT");
1023 }
1024 else
1025 {
1026 IsChildAgent = false;
1027 IsLoggingIn = false;
1028 }
1029
921 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count); 1030 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
922 1031
923 IsChildAgent = false; 1032 IsChildAgent = false;
@@ -935,70 +1044,106 @@ namespace OpenSim.Region.Framework.Scenes
935 1044
936 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 1045 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
937 1046
938 // Moved this from SendInitialData to ensure that Appearance is initialized 1047 UUID groupUUID = UUID.Zero;
939 // before the inventory is processed in MakeRootAgent. This fixes a race condition 1048 string GroupName = string.Empty;
940 // related to the handling of attachments 1049 ulong groupPowers = 0;
941 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
942 1050
943 if (m_scene.TestBorderCross(pos, Cardinals.E)) 1051 // ----------------------------------
1052 // Previous Agent Difference - AGNI sends an unsolicited AgentDataUpdate upon root agent status
1053 try
944 { 1054 {
945 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 1055 if (gm != null)
946 pos.X = crossedBorder.BorderLine.Z - 1; 1056 {
1057 groupUUID = ControllingClient.ActiveGroupId;
1058 GroupRecord record = gm.GetGroupRecord(groupUUID);
1059 if (record != null)
1060 GroupName = record.GroupName;
1061 GroupMembershipData groupMembershipData = gm.GetMembershipData(groupUUID, m_uuid);
1062 if (groupMembershipData != null)
1063 groupPowers = groupMembershipData.GroupPowers;
1064 }
1065 ControllingClient.SendAgentDataUpdate(m_uuid, groupUUID, Firstname, Lastname, groupPowers, GroupName,
1066 Grouptitle);
947 } 1067 }
948 1068 catch (Exception e)
949 if (m_scene.TestBorderCross(pos, Cardinals.N))
950 { 1069 {
951 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 1070 m_log.Debug("[AGENTUPDATE]: " + e.ToString());
952 pos.Y = crossedBorder.BorderLine.Z - 1;
953 } 1071 }
1072 // ------------------------------------
954 1073
955 CheckAndAdjustLandingPoint(ref pos); 1074 if (ParentID == 0)
956
957 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
958 { 1075 {
959 m_log.WarnFormat( 1076 // Moved this from SendInitialData to ensure that Appearance is initialized
960 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 1077 // before the inventory is processed in MakeRootAgent. This fixes a race condition
961 pos, Name, UUID); 1078 // related to the handling of attachments
1079 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
1080 if (m_scene.TestBorderCross(pos, Cardinals.E))
1081 {
1082 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
1083 pos.X = crossedBorder.BorderLine.Z - 1;
1084 }
962 1085
963 if (pos.X < 0f) pos.X = 0f; 1086 if (m_scene.TestBorderCross(pos, Cardinals.N))
964 if (pos.Y < 0f) pos.Y = 0f; 1087 {
965 if (pos.Z < 0f) pos.Z = 0f; 1088 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
966 } 1089 pos.Y = crossedBorder.BorderLine.Z - 1;
1090 }
967 1091
968 float localAVHeight = 1.56f; 1092 CheckAndAdjustLandingPoint(ref pos);
969 if (Appearance.AvatarHeight > 0)
970 localAVHeight = Appearance.AvatarHeight;
971 1093
972 float posZLimit = 0; 1094 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
1095 {
1096 m_log.WarnFormat(
1097 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
1098 pos, Name, UUID);
973 1099
974 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 1100 if (pos.X < 0f) pos.X = 0f;
975 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 1101 if (pos.Y < 0f) pos.Y = 0f;
976 1102 if (pos.Z < 0f) pos.Z = 0f;
977 float newPosZ = posZLimit + localAVHeight / 2; 1103 }
978 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
979 {
980 pos.Z = newPosZ;
981 }
982 AbsolutePosition = pos;
983 1104
984 AddToPhysicalScene(isFlying); 1105 float localAVHeight = 1.56f;
1106 if (Appearance.AvatarHeight > 0)
1107 localAVHeight = Appearance.AvatarHeight;
985 1108
986 // XXX: This is to trigger any secondary teleport needed for a megaregion when the user has teleported to a 1109 float posZLimit = 0;
987 // location outside the 'root region' (the south-west 256x256 corner). This is the earlist we can do it
988 // since it requires a physics actor to be present. If it is left any later, then physics appears to reset
989 // the value to a negative position which does not trigger the border cross.
990 // This may not be the best location for this.
991 CheckForBorderCrossing();
992 1110
993 if (ForceFly) 1111 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
994 { 1112 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
995 Flying = true; 1113
996 } 1114 float newPosZ = posZLimit + localAVHeight / 2;
997 else if (FlyDisabled) 1115 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
998 { 1116 {
999 Flying = false; 1117 pos.Z = newPosZ;
1000 } 1118 }
1119 AbsolutePosition = pos;
1120
1121 if (m_teleportFlags == TeleportFlags.Default)
1122 {
1123 Vector3 vel = Velocity;
1124 AddToPhysicalScene(isFlying);
1125 if (PhysicsActor != null)
1126 PhysicsActor.SetMomentum(vel);
1127 }
1128 else
1129 AddToPhysicalScene(isFlying);
1130
1131 // XXX: This is to trigger any secondary teleport needed for a megaregion when the user has teleported to a
1132 // location outside the 'root region' (the south-west 256x256 corner). This is the earlist we can do it
1133 // since it requires a physics actor to be present. If it is left any later, then physics appears to reset
1134 // the value to a negative position which does not trigger the border cross.
1135 // This may not be the best location for this.
1136 CheckForBorderCrossing();
1001 1137
1138 if (ForceFly)
1139 {
1140 Flying = true;
1141 }
1142 else if (FlyDisabled)
1143 {
1144 Flying = false;
1145 }
1146 }
1002 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 1147 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
1003 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 1148 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
1004 // elsewhere anyway 1149 // elsewhere anyway
@@ -1030,31 +1175,28 @@ namespace OpenSim.Region.Framework.Scenes
1030 // and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently 1175 // and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently
1031 // be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are 1176 // be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are
1032 // not transporting the required data. 1177 // not transporting the required data.
1033 // 1178 lock (m_attachments)
1034 // We must take a copy of the attachments list here (rather than locking) to avoid a deadlock where a script in one of
1035 // the attachments may start processing an event (which locks ScriptInstance.m_Script) that then calls a method here
1036 // which needs to lock m_attachments. ResumeScripts() needs to take a ScriptInstance.m_Script lock to try to unset the Suspend status.
1037 //
1038 // FIXME: In theory, this deadlock should not arise since scripts should not be processing events until ResumeScripts().
1039 // But XEngine starts all scripts unsuspended. Starting them suspended will not currently work because script rezzing
1040 // is placed in an asynchronous queue in XEngine and so the ResumeScripts() call will almost certainly execute before the
1041 // script is rezzed. This means the ResumeScripts() does absolutely nothing when using XEngine.
1042 List<SceneObjectGroup> attachments = GetAttachments();
1043
1044 if (attachments.Count > 0)
1045 { 1179 {
1046 m_log.DebugFormat( 1180 if (HasAttachments())
1047 "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
1048
1049 // Resume scripts
1050 foreach (SceneObjectGroup sog in attachments)
1051 { 1181 {
1052 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 1182 m_log.DebugFormat(
1053 sog.ResumeScripts(); 1183 "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
1184
1185 // Resume scripts
1186 Util.FireAndForget(delegate(object x) {
1187 foreach (SceneObjectGroup sog in m_attachments)
1188 {
1189 sog.ScheduleGroupForFullUpdate();
1190 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
1191 sog.ResumeScripts();
1192 }
1193 });
1054 } 1194 }
1055 } 1195 }
1056 } 1196 }
1057 1197
1198 SendAvatarDataToAllAgents();
1199
1058 // send the animations of the other presences to me 1200 // send the animations of the other presences to me
1059 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 1201 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
1060 { 1202 {
@@ -1065,6 +1207,7 @@ namespace OpenSim.Region.Framework.Scenes
1065 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will 1207 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will
1066 // stall on the border crossing since the existing child agent will still have the last movement 1208 // stall on the border crossing since the existing child agent will still have the last movement
1067 // recorded, which stops the input from being processed. 1209 // recorded, which stops the input from being processed.
1210
1068 MovementFlag = 0; 1211 MovementFlag = 0;
1069 1212
1070 m_scene.EventManager.TriggerOnMakeRootAgent(this); 1213 m_scene.EventManager.TriggerOnMakeRootAgent(this);
@@ -1096,12 +1239,16 @@ namespace OpenSim.Region.Framework.Scenes
1096 /// </remarks> 1239 /// </remarks>
1097 public void MakeChildAgent() 1240 public void MakeChildAgent()
1098 { 1241 {
1242 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
1243
1099 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); 1244 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
1100 1245
1101 // Reset these so that teleporting in and walking out isn't seen 1246 // Reset these so that teleporting in and walking out isn't seen
1102 // as teleporting back 1247 // as teleporting back
1103 TeleportFlags = TeleportFlags.Default; 1248 TeleportFlags = TeleportFlags.Default;
1104 1249
1250 MovementFlag = 0;
1251
1105 // It looks like Animator is set to null somewhere, and MakeChild 1252 // It looks like Animator is set to null somewhere, and MakeChild
1106 // is called after that. Probably in aborted teleports. 1253 // is called after that. Probably in aborted teleports.
1107 if (Animator == null) 1254 if (Animator == null)
@@ -1109,6 +1256,7 @@ namespace OpenSim.Region.Framework.Scenes
1109 else 1256 else
1110 Animator.ResetAnimations(); 1257 Animator.ResetAnimations();
1111 1258
1259
1112// m_log.DebugFormat( 1260// m_log.DebugFormat(
1113// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", 1261// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}",
1114// Name, UUID, m_scene.RegionInfo.RegionName); 1262// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1120,6 +1268,7 @@ namespace OpenSim.Region.Framework.Scenes
1120 IsChildAgent = true; 1268 IsChildAgent = true;
1121 m_scene.SwapRootAgentCount(true); 1269 m_scene.SwapRootAgentCount(true);
1122 RemoveFromPhysicalScene(); 1270 RemoveFromPhysicalScene();
1271 ParentID = 0; // Child agents can't be sitting
1123 1272
1124 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into 1273 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into
1125 1274
@@ -1135,9 +1284,9 @@ namespace OpenSim.Region.Framework.Scenes
1135 { 1284 {
1136// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1285// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
1137 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; 1286 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall;
1138 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1139 PhysicsActor.UnSubscribeEvents();
1140 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1287 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1288 PhysicsActor.UnSubscribeEvents();
1289 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1141 PhysicsActor = null; 1290 PhysicsActor = null;
1142 } 1291 }
1143// else 1292// else
@@ -1154,7 +1303,7 @@ namespace OpenSim.Region.Framework.Scenes
1154 /// <param name="pos"></param> 1303 /// <param name="pos"></param>
1155 public void Teleport(Vector3 pos) 1304 public void Teleport(Vector3 pos)
1156 { 1305 {
1157 TeleportWithMomentum(pos, null); 1306 TeleportWithMomentum(pos, Vector3.Zero);
1158 } 1307 }
1159 1308
1160 public void TeleportWithMomentum(Vector3 pos, Vector3? v) 1309 public void TeleportWithMomentum(Vector3 pos, Vector3? v)
@@ -1178,6 +1327,41 @@ namespace OpenSim.Region.Framework.Scenes
1178 SendTerseUpdateToAllClients(); 1327 SendTerseUpdateToAllClients();
1179 } 1328 }
1180 1329
1330 public void avnLocalTeleport(Vector3 newpos, Vector3? newvel, bool rotateToVelXY)
1331 {
1332 CheckLandingPoint(ref newpos);
1333 AbsolutePosition = newpos;
1334
1335 if (newvel.HasValue)
1336 {
1337 if ((Vector3)newvel == Vector3.Zero)
1338 {
1339 if (PhysicsActor != null)
1340 PhysicsActor.SetMomentum(Vector3.Zero);
1341 m_velocity = Vector3.Zero;
1342 }
1343 else
1344 {
1345 if (PhysicsActor != null)
1346 PhysicsActor.SetMomentum((Vector3)newvel);
1347 m_velocity = (Vector3)newvel;
1348
1349 if (rotateToVelXY)
1350 {
1351 Vector3 lookAt = (Vector3)newvel;
1352 lookAt.Z = 0;
1353 lookAt.Normalize();
1354 ControllingClient.SendLocalTeleport(newpos, lookAt, (uint)TeleportFlags.ViaLocation);
1355 return;
1356 }
1357 }
1358 }
1359
1360 SendTerseUpdateToAllClients();
1361 }
1362
1363
1364
1181 public void StopFlying() 1365 public void StopFlying()
1182 { 1366 {
1183 Vector3 pos = AbsolutePosition; 1367 Vector3 pos = AbsolutePosition;
@@ -1366,6 +1550,13 @@ namespace OpenSim.Region.Framework.Scenes
1366 PhysicsActor.Size = new Vector3(0.45f, 0.6f, height); 1550 PhysicsActor.Size = new Vector3(0.45f, 0.6f, height);
1367 } 1551 }
1368 1552
1553 public void SetSize(Vector3 size, float feetoffset)
1554 {
1555 if (PhysicsActor != null && !IsChildAgent)
1556 PhysicsActor.setAvatarSize(size, feetoffset);
1557
1558 }
1559
1369 private bool WaitForUpdateAgent(IClientAPI client) 1560 private bool WaitForUpdateAgent(IClientAPI client)
1370 { 1561 {
1371 // Before the source region executes UpdateAgent 1562 // Before the source region executes UpdateAgent
@@ -1425,7 +1616,8 @@ namespace OpenSim.Region.Framework.Scenes
1425 1616
1426 Vector3 look = Velocity; 1617 Vector3 look = Velocity;
1427 1618
1428 if ((look.X == 0) && (look.Y == 0) && (look.Z == 0)) 1619 // if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
1620 if ((Math.Abs(look.X) < 0.1) && (Math.Abs(look.Y) < 0.1) && (Math.Abs(look.Z) < 0.1))
1429 { 1621 {
1430 look = new Vector3(0.99f, 0.042f, 0); 1622 look = new Vector3(0.99f, 0.042f, 0);
1431 } 1623 }
@@ -1488,11 +1680,12 @@ namespace OpenSim.Region.Framework.Scenes
1488 { 1680 {
1489 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); 1681 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
1490 if (m_agentTransfer != null) 1682 if (m_agentTransfer != null)
1491 Util.FireAndForget(delegate { m_agentTransfer.EnableChildAgents(this); }); 1683 m_agentTransfer.EnableChildAgents(this);
1492 1684
1493 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>(); 1685 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>();
1494 if (friendsModule != null) 1686 if (friendsModule != null)
1495 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient); 1687 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient);
1688
1496 } 1689 }
1497 1690
1498 // XXX: If we force an update here, then multiple attachments do appear correctly on a destination region 1691 // XXX: If we force an update here, then multiple attachments do appear correctly on a destination region
@@ -1518,36 +1711,69 @@ namespace OpenSim.Region.Framework.Scenes
1518 /// <param name="collisionPoint"></param> 1711 /// <param name="collisionPoint"></param>
1519 /// <param name="localid"></param> 1712 /// <param name="localid"></param>
1520 /// <param name="distance"></param> 1713 /// <param name="distance"></param>
1714 ///
1715
1716 private void UpdateCameraCollisionPlane(Vector4 plane)
1717 {
1718 if (m_lastCameraCollisionPlane != plane)
1719 {
1720 m_lastCameraCollisionPlane = plane;
1721 ControllingClient.SendCameraConstraint(plane);
1722 }
1723 }
1724
1521 public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal) 1725 public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal)
1522 { 1726 {
1523 const float POSITION_TOLERANCE = 0.02f; 1727 const float POSITION_TOLERANCE = 0.02f;
1524 const float VELOCITY_TOLERANCE = 0.02f;
1525 const float ROTATION_TOLERANCE = 0.02f; 1728 const float ROTATION_TOLERANCE = 0.02f;
1526 1729
1527 if (m_followCamAuto) 1730 m_doingCamRayCast = false;
1731 if (hitYN && localid != LocalId)
1528 { 1732 {
1529 if (hitYN) 1733 SceneObjectGroup group = m_scene.GetGroupByPrim(localid);
1734 bool IsPrim = group != null;
1735 if (IsPrim)
1530 { 1736 {
1531 CameraConstraintActive = true; 1737 SceneObjectPart part = group.GetPart(localid);
1532 //m_log.DebugFormat("[RAYCASTRESULT]: {0}, {1}, {2}, {3}", hitYN, collisionPoint, localid, distance); 1738 if (part != null && !part.VolumeDetectActive)
1533 1739 {
1534 Vector3 normal = Vector3.Normalize(new Vector3(0f, 0f, collisionPoint.Z) - collisionPoint); 1740 CameraConstraintActive = true;
1535 ControllingClient.SendCameraConstraint(new Vector4(normal.X, normal.Y, normal.Z, -1 * Vector3.Distance(new Vector3(0,0,collisionPoint.Z),collisionPoint))); 1741 pNormal.X = (float) Math.Round(pNormal.X, 2);
1742 pNormal.Y = (float) Math.Round(pNormal.Y, 2);
1743 pNormal.Z = (float) Math.Round(pNormal.Z, 2);
1744 pNormal.Normalize();
1745 collisionPoint.X = (float) Math.Round(collisionPoint.X, 1);
1746 collisionPoint.Y = (float) Math.Round(collisionPoint.Y, 1);
1747 collisionPoint.Z = (float) Math.Round(collisionPoint.Z, 1);
1748
1749 Vector4 plane = new Vector4(pNormal.X, pNormal.Y, pNormal.Z,
1750 Vector3.Dot(collisionPoint, pNormal));
1751 UpdateCameraCollisionPlane(plane);
1752 }
1536 } 1753 }
1537 else 1754 else
1538 { 1755 {
1539 if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || 1756 CameraConstraintActive = true;
1540 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || 1757 pNormal.X = (float) Math.Round(pNormal.X, 2);
1541 !Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)) 1758 pNormal.Y = (float) Math.Round(pNormal.Y, 2);
1542 { 1759 pNormal.Z = (float) Math.Round(pNormal.Z, 2);
1543 if (CameraConstraintActive) 1760 pNormal.Normalize();
1544 { 1761 collisionPoint.X = (float) Math.Round(collisionPoint.X, 1);
1545 ControllingClient.SendCameraConstraint(new Vector4(0f, 0.5f, 0.9f, -3000f)); 1762 collisionPoint.Y = (float) Math.Round(collisionPoint.Y, 1);
1546 CameraConstraintActive = false; 1763 collisionPoint.Z = (float) Math.Round(collisionPoint.Z, 1);
1547 } 1764
1548 } 1765 Vector4 plane = new Vector4(pNormal.X, pNormal.Y, pNormal.Z,
1766 Vector3.Dot(collisionPoint, pNormal));
1767 UpdateCameraCollisionPlane(plane);
1549 } 1768 }
1550 } 1769 }
1770 else if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
1771 !Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE))
1772 {
1773 Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -9000f); // not right...
1774 UpdateCameraCollisionPlane(plane);
1775 CameraConstraintActive = false;
1776 }
1551 } 1777 }
1552 1778
1553 /// <summary> 1779 /// <summary>
@@ -1621,6 +1847,41 @@ namespace OpenSim.Region.Framework.Scenes
1621 StandUp(); 1847 StandUp();
1622 } 1848 }
1623 1849
1850 // Raycast from the avatar's head to the camera to see if there's anything blocking the view
1851 // this exclude checks may not be complete
1852
1853 if (m_movementUpdateCount % NumMovementsBetweenRayCast == 0 && m_scene.PhysicsScene.SupportsRayCast())
1854 {
1855 if (!m_doingCamRayCast && !m_mouseLook && ParentID == 0)
1856 {
1857 Vector3 posAdjusted = AbsolutePosition;
1858// posAdjusted.Z += 0.5f * Appearance.AvatarSize.Z - 0.5f;
1859 posAdjusted.Z += 1.0f; // viewer current camera focus point
1860 Vector3 tocam = CameraPosition - posAdjusted;
1861 tocam.X = (float)Math.Round(tocam.X, 1);
1862 tocam.Y = (float)Math.Round(tocam.Y, 1);
1863 tocam.Z = (float)Math.Round(tocam.Z, 1);
1864
1865 float distTocamlen = tocam.Length();
1866 if (distTocamlen > 0.3f)
1867 {
1868 tocam *= (1.0f / distTocamlen);
1869 posAdjusted.X = (float)Math.Round(posAdjusted.X, 1);
1870 posAdjusted.Y = (float)Math.Round(posAdjusted.Y, 1);
1871 posAdjusted.Z = (float)Math.Round(posAdjusted.Z, 1);
1872
1873 m_doingCamRayCast = true;
1874 m_scene.PhysicsScene.RaycastWorld(posAdjusted, tocam, distTocamlen + 1.0f, RayCastCameraCallback);
1875 }
1876 }
1877 else if (CameraConstraintActive && (m_mouseLook || ParentID != 0))
1878 {
1879 Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -10000f); // not right...
1880 UpdateCameraCollisionPlane(plane);
1881 CameraConstraintActive = false;
1882 }
1883 }
1884
1624 uint flagsForScripts = (uint)flags; 1885 uint flagsForScripts = (uint)flags;
1625 flags = RemoveIgnoredControls(flags, IgnoredControls); 1886 flags = RemoveIgnoredControls(flags, IgnoredControls);
1626 1887
@@ -2156,7 +2417,8 @@ namespace OpenSim.Region.Framework.Scenes
2156// m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name); 2417// m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name);
2157 2418
2158 MovingToTarget = false; 2419 MovingToTarget = false;
2159 MoveToPositionTarget = Vector3.Zero; 2420// MoveToPositionTarget = Vector3.Zero;
2421 m_forceToApply = null; // cancel possible last action
2160 2422
2161 // We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct 2423 // We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct
2162 // resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag. 2424 // resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag.
@@ -2174,12 +2436,18 @@ namespace OpenSim.Region.Framework.Scenes
2174// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 2436// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
2175 2437
2176 SitGround = false; 2438 SitGround = false;
2439
2440/* move this down so avatar gets physical in the new position and not where it is siting
2177 if (PhysicsActor == null) 2441 if (PhysicsActor == null)
2178 AddToPhysicalScene(false); 2442 AddToPhysicalScene(false);
2443 */
2179 2444
2180 if (ParentID != 0) 2445 if (ParentID != 0)
2181 { 2446 {
2447 PrevSitOffset = m_pos; // Save sit offset
2182 SceneObjectPart part = ParentPart; 2448 SceneObjectPart part = ParentPart;
2449 UnRegisterSeatControls(part.ParentGroup.UUID);
2450
2183 TaskInventoryDictionary taskIDict = part.TaskInventory; 2451 TaskInventoryDictionary taskIDict = part.TaskInventory;
2184 if (taskIDict != null) 2452 if (taskIDict != null)
2185 { 2453 {
@@ -2195,14 +2463,22 @@ namespace OpenSim.Region.Framework.Scenes
2195 } 2463 }
2196 } 2464 }
2197 2465
2198 ParentPosition = part.GetWorldPosition(); 2466 part.ParentGroup.DeleteAvatar(UUID);
2467// ParentPosition = part.GetWorldPosition();
2199 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 2468 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
2200 2469
2201 m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight); 2470// m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
2202 ParentPosition = Vector3.Zero; 2471// ParentPosition = Vector3.Zero;
2472 m_pos = part.AbsolutePosition + (m_pos * part.GetWorldRotation()) + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
2473 if (part.SitTargetAvatar == UUID)
2474 m_bodyRot = part.GetWorldRotation() * part.SitTargetOrientation;
2203 2475
2204 ParentID = 0; 2476 ParentID = 0;
2205 ParentPart = null; 2477 ParentPart = null;
2478
2479 if (PhysicsActor == null)
2480 AddToPhysicalScene(false);
2481
2206 SendAvatarDataToAllAgents(); 2482 SendAvatarDataToAllAgents();
2207 m_requestedSitTargetID = 0; 2483 m_requestedSitTargetID = 0;
2208 2484
@@ -2212,6 +2488,9 @@ namespace OpenSim.Region.Framework.Scenes
2212 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 2488 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
2213 } 2489 }
2214 2490
2491 else if (PhysicsActor == null)
2492 AddToPhysicalScene(false);
2493
2215 Animator.TrySetMovementAnimation("STAND"); 2494 Animator.TrySetMovementAnimation("STAND");
2216 TriggerScenePresenceUpdated(); 2495 TriggerScenePresenceUpdated();
2217 } 2496 }
@@ -2260,11 +2539,8 @@ namespace OpenSim.Region.Framework.Scenes
2260 if (part == null) 2539 if (part == null)
2261 return; 2540 return;
2262 2541
2263 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
2264 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
2265
2266 if (PhysicsActor != null) 2542 if (PhysicsActor != null)
2267 m_sitAvatarHeight = PhysicsActor.Size.Z; 2543 m_sitAvatarHeight = PhysicsActor.Size.Z * 0.5f;
2268 2544
2269 bool canSit = false; 2545 bool canSit = false;
2270 Vector3 pos = part.AbsolutePosition + offset; 2546 Vector3 pos = part.AbsolutePosition + offset;
@@ -2281,31 +2557,31 @@ namespace OpenSim.Region.Framework.Scenes
2281 } 2557 }
2282 else 2558 else
2283 { 2559 {
2560 if (PhysicsSit(part,offset)) // physics engine
2561 return;
2562
2284 if (Util.GetDistanceTo(AbsolutePosition, pos) <= 10) 2563 if (Util.GetDistanceTo(AbsolutePosition, pos) <= 10)
2285 { 2564 {
2286// m_log.DebugFormat(
2287// "[SCENE PRESENCE]: Sitting {0} on {1} {2} because sit target is unset and within 10m",
2288// Name, part.Name, part.LocalId);
2289 2565
2290 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); 2566 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
2291 canSit = true; 2567 canSit = true;
2292 } 2568 }
2293// else
2294// {
2295// m_log.DebugFormat(
2296// "[SCENE PRESENCE]: Ignoring sit request of {0} on {1} {2} because sit target is unset and outside 10m",
2297// Name, part.Name, part.LocalId);
2298// }
2299 } 2569 }
2300 2570
2301 if (canSit) 2571 if (canSit)
2302 { 2572 {
2573
2303 if (PhysicsActor != null) 2574 if (PhysicsActor != null)
2304 { 2575 {
2305 // We can remove the physicsActor until they stand up. 2576 // We can remove the physicsActor until they stand up.
2306 RemoveFromPhysicalScene(); 2577 RemoveFromPhysicalScene();
2307 } 2578 }
2308 2579
2580 if (MovingToTarget)
2581 ResetMoveToTarget();
2582
2583 Velocity = Vector3.Zero;
2584
2309 part.AddSittingAvatar(UUID); 2585 part.AddSittingAvatar(UUID);
2310 2586
2311 cameraAtOffset = part.GetCameraAtOffset(); 2587 cameraAtOffset = part.GetCameraAtOffset();
@@ -2345,14 +2621,6 @@ namespace OpenSim.Region.Framework.Scenes
2345 m_requestedSitTargetID = part.LocalId; 2621 m_requestedSitTargetID = part.LocalId;
2346 m_requestedSitTargetUUID = part.UUID; 2622 m_requestedSitTargetUUID = part.UUID;
2347 2623
2348// m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset);
2349
2350 if (m_scene.PhysicsScene.SupportsRayCast())
2351 {
2352 //m_scene.PhysicsScene.RaycastWorld(Vector3.Zero,Vector3.Zero, 0.01f,new RaycastCallback());
2353 //SitRayCastAvatarPosition(part);
2354 //return;
2355 }
2356 } 2624 }
2357 else 2625 else
2358 { 2626 {
@@ -2362,197 +2630,111 @@ namespace OpenSim.Region.Framework.Scenes
2362 SendSitResponse(targetID, offset, Quaternion.Identity); 2630 SendSitResponse(targetID, offset, Quaternion.Identity);
2363 } 2631 }
2364 2632
2365 /* 2633 // returns false if does not suport so older sit can be tried
2366 public void SitRayCastAvatarPosition(SceneObjectPart part) 2634 public bool PhysicsSit(SceneObjectPart part, Vector3 offset)
2367 { 2635 {
2368 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 2636 if (part == null || part.ParentGroup.IsAttachment)
2369 Vector3 StartRayCastPosition = AbsolutePosition;
2370 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2371 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2372 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionResponse);
2373 }
2374
2375 public void SitRayCastAvatarPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal)
2376 {
2377 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2378 if (part != null)
2379 { 2637 {
2380 if (hitYN) 2638 return true;
2381 {
2382 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2383 {
2384 SitRaycastFindEdge(collisionPoint, normal);
2385 m_log.DebugFormat("[SIT]: Raycast Avatar Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2386 }
2387 else
2388 {
2389 SitRayCastAvatarPositionCameraZ(part);
2390 }
2391 }
2392 else
2393 {
2394 SitRayCastAvatarPositionCameraZ(part);
2395 }
2396 } 2639 }
2397 else
2398 {
2399 ControllingClient.SendAlertMessage("Sit position no longer exists");
2400 m_requestedSitTargetUUID = UUID.Zero;
2401 m_requestedSitTargetID = 0;
2402 m_requestedSitOffset = Vector3.Zero;
2403 }
2404
2405 }
2406 2640
2407 public void SitRayCastAvatarPositionCameraZ(SceneObjectPart part) 2641 if ( m_scene.PhysicsScene == null)
2408 { 2642 return false;
2409 // Next, try to raycast from the camera Z position
2410 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2411 Vector3 StartRayCastPosition = AbsolutePosition; StartRayCastPosition.Z = CameraPosition.Z;
2412 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2413 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2414 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionCameraZResponse);
2415 }
2416 2643
2417 public void SitRayCastAvatarPositionCameraZResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2644 if (part.PhysActor == null)
2418 {
2419 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2420 if (part != null)
2421 { 2645 {
2422 if (hitYN) 2646 // none physcis shape
2423 { 2647 if (part.PhysicsShapeType == (byte)PhysicsShapeType.None)
2424 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f)) 2648 ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot.");
2425 {
2426 SitRaycastFindEdge(collisionPoint, normal);
2427 m_log.DebugFormat("[SIT]: Raycast Avatar Position + CameraZ succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2428 }
2429 else
2430 {
2431 SitRayCastCameraPosition(part);
2432 }
2433 }
2434 else 2649 else
2435 { 2650 { // non physical phantom TODO
2436 SitRayCastCameraPosition(part); 2651 ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot.");
2652 return false;
2437 } 2653 }
2438 } 2654 return true;
2439 else
2440 {
2441 ControllingClient.SendAlertMessage("Sit position no longer exists");
2442 m_requestedSitTargetUUID = UUID.Zero;
2443 m_requestedSitTargetID = 0;
2444 m_requestedSitOffset = Vector3.Zero;
2445 } 2655 }
2446 2656
2447 }
2448 2657
2449 public void SitRayCastCameraPosition(SceneObjectPart part) 2658 // not doing autopilot
2450 { 2659 m_requestedSitTargetID = 0;
2451 // Next, try to raycast from the camera position
2452 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2453 Vector3 StartRayCastPosition = CameraPosition;
2454 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2455 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2456 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastCameraPositionResponse);
2457 }
2458 2660
2459 public void SitRayCastCameraPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2661 if (m_scene.PhysicsScene.SitAvatar(part.PhysActor, AbsolutePosition, CameraPosition, offset, new Vector3(0.35f, 0, 0.65f), PhysicsSitResponse) != 0)
2460 { 2662 return true;
2461 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2462 if (part != null)
2463 {
2464 if (hitYN)
2465 {
2466 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2467 {
2468 SitRaycastFindEdge(collisionPoint, normal);
2469 m_log.DebugFormat("[SIT]: Raycast Camera Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2470 }
2471 else
2472 {
2473 SitRayHorizontal(part);
2474 }
2475 }
2476 else
2477 {
2478 SitRayHorizontal(part);
2479 }
2480 }
2481 else
2482 {
2483 ControllingClient.SendAlertMessage("Sit position no longer exists");
2484 m_requestedSitTargetUUID = UUID.Zero;
2485 m_requestedSitTargetID = 0;
2486 m_requestedSitOffset = Vector3.Zero;
2487 }
2488 2663
2664 return false;
2489 } 2665 }
2490 2666
2491 public void SitRayHorizontal(SceneObjectPart part) 2667
2668 private bool CanEnterLandPosition(Vector3 testPos)
2492 { 2669 {
2493 // Next, try to raycast from the avatar position to fwd 2670 ILandObject land = m_scene.LandChannel.GetLandObject(testPos.X, testPos.Y);
2494 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 2671
2495 Vector3 StartRayCastPosition = CameraPosition; 2672 if (land == null || land.LandData.Name == "NO_LAND")
2496 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); 2673 return true;
2497 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); 2674
2498 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastHorizontalResponse); 2675 return land.CanBeOnThisLand(UUID,testPos.Z);
2499 } 2676 }
2500 2677
2501 public void SitRayCastHorizontalResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2678 // status
2679 // < 0 ignore
2680 // 0 bad sit spot
2681 public void PhysicsSitResponse(int status, uint partID, Vector3 offset, Quaternion Orientation)
2502 { 2682 {
2503 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); 2683 if (status < 0)
2504 if (part != null) 2684 return;
2685
2686 if (status == 0)
2505 { 2687 {
2506 if (hitYN) 2688 ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot.");
2507 { 2689 return;
2508 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2509 {
2510 SitRaycastFindEdge(collisionPoint, normal);
2511 m_log.DebugFormat("[SIT]: Raycast Horizontal Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2512 // Next, try to raycast from the camera position
2513 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2514 Vector3 StartRayCastPosition = CameraPosition;
2515 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2516 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2517 //m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastResponseAvatarPosition);
2518 }
2519 else
2520 {
2521 ControllingClient.SendAlertMessage("Sit position not accessable.");
2522 m_requestedSitTargetUUID = UUID.Zero;
2523 m_requestedSitTargetID = 0;
2524 m_requestedSitOffset = Vector3.Zero;
2525 }
2526 }
2527 else
2528 {
2529 ControllingClient.SendAlertMessage("Sit position not accessable.");
2530 m_requestedSitTargetUUID = UUID.Zero;
2531 m_requestedSitTargetID = 0;
2532 m_requestedSitOffset = Vector3.Zero;
2533 }
2534 } 2690 }
2535 else 2691
2692 SceneObjectPart part = m_scene.GetSceneObjectPart(partID);
2693 if (part == null)
2694 return;
2695
2696 Vector3 targetPos = part.GetWorldPosition() + offset * part.GetWorldRotation();
2697 if(!CanEnterLandPosition(targetPos))
2536 { 2698 {
2537 ControllingClient.SendAlertMessage("Sit position no longer exists"); 2699 ControllingClient.SendAlertMessage(" Sit position on restricted land, try another spot");
2538 m_requestedSitTargetUUID = UUID.Zero; 2700 return;
2539 m_requestedSitTargetID = 0;
2540 m_requestedSitOffset = Vector3.Zero;
2541 } 2701 }
2542 2702
2543 } 2703 RemoveFromPhysicalScene();
2544 2704
2545 private void SitRaycastFindEdge(Vector3 collisionPoint, Vector3 collisionNormal) 2705 if (MovingToTarget)
2546 { 2706 ResetMoveToTarget();
2547 int i = 0; 2707
2548 //throw new NotImplementedException(); 2708 Velocity = Vector3.Zero;
2549 //m_requestedSitTargetUUID = UUID.Zero;
2550 //m_requestedSitTargetID = 0;
2551 //m_requestedSitOffset = Vector3.Zero;
2552 2709
2553 SendSitResponse(ControllingClient, m_requestedSitTargetUUID, collisionPoint - m_requestedSitOffset, Quaternion.Identity); 2710 part.AddSittingAvatar(UUID);
2711
2712 Vector3 cameraAtOffset = part.GetCameraAtOffset();
2713 Vector3 cameraEyeOffset = part.GetCameraEyeOffset();
2714 bool forceMouselook = part.GetForceMouselook();
2715
2716 ControllingClient.SendSitResponse(
2717 part.UUID, offset, Orientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
2718
2719 // not using autopilot
2720
2721 Rotation = Orientation;
2722 m_pos = offset;
2723
2724 m_requestedSitTargetID = 0;
2725 part.ParentGroup.AddAvatar(UUID);
2726
2727 ParentPart = part;
2728 ParentID = part.LocalId;
2729 if(status == 3)
2730 Animator.TrySetMovementAnimation("SIT_GROUND");
2731 else
2732 Animator.TrySetMovementAnimation("SIT");
2733 SendAvatarDataToAllAgents();
2734
2735 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
2554 } 2736 }
2555 */ 2737
2556 2738
2557 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID) 2739 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID)
2558 { 2740 {
@@ -2572,6 +2754,7 @@ namespace OpenSim.Region.Framework.Scenes
2572 return; 2754 return;
2573 } 2755 }
2574 2756
2757
2575 if (part.SitTargetAvatar == UUID) 2758 if (part.SitTargetAvatar == UUID)
2576 { 2759 {
2577 Vector3 sitTargetPos = part.SitTargetPosition; 2760 Vector3 sitTargetPos = part.SitTargetPosition;
@@ -2586,14 +2769,39 @@ namespace OpenSim.Region.Framework.Scenes
2586 2769
2587 //Quaternion result = (sitTargetOrient * vq) * nq; 2770 //Quaternion result = (sitTargetOrient * vq) * nq;
2588 2771
2589 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2772 double x, y, z, m;
2773
2774 Quaternion r = sitTargetOrient;
2775 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2776
2777 if (Math.Abs(1.0 - m) > 0.000001)
2778 {
2779 m = 1.0 / Math.Sqrt(m);
2780 r.X *= (float)m;
2781 r.Y *= (float)m;
2782 r.Z *= (float)m;
2783 r.W *= (float)m;
2784 }
2785
2786 x = 2 * (r.X * r.Z + r.Y * r.W);
2787 y = 2 * (-r.X * r.W + r.Y * r.Z);
2788 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2789
2790 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2791 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2792
2793 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2794
2795// m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT - sitOffset;
2590 Rotation = sitTargetOrient; 2796 Rotation = sitTargetOrient;
2591 ParentPosition = part.AbsolutePosition; 2797// ParentPosition = part.AbsolutePosition;
2798 part.ParentGroup.AddAvatar(UUID);
2592 } 2799 }
2593 else 2800 else
2594 { 2801 {
2595 m_pos -= part.AbsolutePosition; 2802 m_pos -= part.AbsolutePosition;
2596 ParentPosition = part.AbsolutePosition; 2803// ParentPosition = part.AbsolutePosition;
2804 part.ParentGroup.AddAvatar(UUID);
2597 2805
2598// m_log.DebugFormat( 2806// m_log.DebugFormat(
2599// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2807// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -2651,6 +2859,13 @@ namespace OpenSim.Region.Framework.Scenes
2651 TriggerScenePresenceUpdated(); 2859 TriggerScenePresenceUpdated();
2652 } 2860 }
2653 2861
2862 public void avnHandleChangeAnim(UUID animID, bool addRemove,bool sendPack)
2863 {
2864 Animator.avnChangeAnim(animID, addRemove, sendPack);
2865 }
2866
2867
2868
2654 /// <summary> 2869 /// <summary>
2655 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector 2870 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector
2656 /// </summary> 2871 /// </summary>
@@ -2707,8 +2922,8 @@ namespace OpenSim.Region.Framework.Scenes
2707 direc.Z *= 2.6f; 2922 direc.Z *= 2.6f;
2708 2923
2709 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2924 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
2710 Animator.TrySetMovementAnimation("PREJUMP"); 2925// Animator.TrySetMovementAnimation("PREJUMP");
2711 Animator.TrySetMovementAnimation("JUMP"); 2926// Animator.TrySetMovementAnimation("JUMP");
2712 } 2927 }
2713 } 2928 }
2714 } 2929 }
@@ -2717,6 +2932,7 @@ namespace OpenSim.Region.Framework.Scenes
2717 2932
2718 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2933 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2719 m_forceToApply = direc; 2934 m_forceToApply = direc;
2935 Animator.UpdateMovementAnimations();
2720 } 2936 }
2721 2937
2722 #endregion 2938 #endregion
@@ -2734,16 +2950,12 @@ namespace OpenSim.Region.Framework.Scenes
2734 // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to 2950 // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to
2735 // grab the latest PhysicsActor velocity, whereas m_velocity is often 2951 // grab the latest PhysicsActor velocity, whereas m_velocity is often
2736 // storing a requested force instead of an actual traveling velocity 2952 // storing a requested force instead of an actual traveling velocity
2953 if (Appearance.AvatarSize != m_lastSize && !IsLoggingIn)
2954 SendAvatarDataToAllAgents();
2737 2955
2738 // Throw away duplicate or insignificant updates 2956 if (!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
2739 if ( 2957 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
2740 // If the velocity has become zero, send it no matter what. 2958 !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
2741 (Velocity != m_lastVelocity && Velocity == Vector3.Zero)
2742 // otherwise, if things have changed reasonably, send the update
2743 || (!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)
2744 || !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE)
2745 || !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE)))
2746
2747 { 2959 {
2748 SendTerseUpdateToAllClients(); 2960 SendTerseUpdateToAllClients();
2749 2961
@@ -2902,9 +3114,7 @@ namespace OpenSim.Region.Framework.Scenes
2902 // again here... this comes after the cached appearance check because the avatars 3114 // again here... this comes after the cached appearance check because the avatars
2903 // appearance goes into the avatar update packet 3115 // appearance goes into the avatar update packet
2904 SendAvatarDataToAllAgents(); 3116 SendAvatarDataToAllAgents();
2905 3117 SendAppearanceToAgent(this);
2906 // This invocation always shows up in the viewer logs as an error.
2907 // SendAppearanceToAgent(this);
2908 3118
2909 // If we are using the the cached appearance then send it out to everyone 3119 // If we are using the the cached appearance then send it out to everyone
2910 if (cachedappearance) 3120 if (cachedappearance)
@@ -2935,6 +3145,8 @@ namespace OpenSim.Region.Framework.Scenes
2935 return; 3145 return;
2936 } 3146 }
2937 3147
3148 m_lastSize = Appearance.AvatarSize;
3149
2938 int count = 0; 3150 int count = 0;
2939 m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence) 3151 m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
2940 { 3152 {
@@ -3042,6 +3254,8 @@ namespace OpenSim.Region.Framework.Scenes
3042 3254
3043 avatar.ControllingClient.SendAppearance( 3255 avatar.ControllingClient.SendAppearance(
3044 UUID, Appearance.VisualParams, Appearance.Texture.GetBytes()); 3256 UUID, Appearance.VisualParams, Appearance.Texture.GetBytes());
3257
3258
3045 } 3259 }
3046 3260
3047 #endregion 3261 #endregion
@@ -3115,8 +3329,9 @@ namespace OpenSim.Region.Framework.Scenes
3115 3329
3116 // If we don't have a PhysActor, we can't cross anyway 3330 // If we don't have a PhysActor, we can't cross anyway
3117 // Also don't do this while sat, sitting avatars cross with the 3331 // Also don't do this while sat, sitting avatars cross with the
3118 // object they sit on. 3332 // object they sit on. ParentUUID denoted a pending sit, don't
3119 if (ParentID != 0 || PhysicsActor == null) 3333 // interfere with it.
3334 if (ParentID != 0 || PhysicsActor == null || ParentUUID != UUID.Zero)
3120 return; 3335 return;
3121 3336
3122 if (!IsInTransit) 3337 if (!IsInTransit)
@@ -3379,6 +3594,11 @@ namespace OpenSim.Region.Framework.Scenes
3379 3594
3380 private static Vector3 marker = new Vector3(-1f, -1f, -1f); 3595 private static Vector3 marker = new Vector3(-1f, -1f, -1f);
3381 3596
3597 private void RaiseUpdateThrottles()
3598 {
3599 m_scene.EventManager.TriggerThrottleUpdate(this);
3600 }
3601
3382 /// <summary> 3602 /// <summary>
3383 /// This updates important decision making data about a child agent 3603 /// This updates important decision making data about a child agent
3384 /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region 3604 /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region
@@ -3460,6 +3680,9 @@ namespace OpenSim.Region.Framework.Scenes
3460 cAgent.AlwaysRun = SetAlwaysRun; 3680 cAgent.AlwaysRun = SetAlwaysRun;
3461 3681
3462 cAgent.Appearance = new AvatarAppearance(Appearance); 3682 cAgent.Appearance = new AvatarAppearance(Appearance);
3683
3684 cAgent.ParentPart = ParentUUID;
3685 cAgent.SitOffset = PrevSitOffset;
3463 3686
3464 lock (scriptedcontrols) 3687 lock (scriptedcontrols)
3465 { 3688 {
@@ -3468,7 +3691,7 @@ namespace OpenSim.Region.Framework.Scenes
3468 3691
3469 foreach (ScriptControllers c in scriptedcontrols.Values) 3692 foreach (ScriptControllers c in scriptedcontrols.Values)
3470 { 3693 {
3471 controls[i++] = new ControllerData(c.itemID, (uint)c.ignoreControls, (uint)c.eventControls); 3694 controls[i++] = new ControllerData(c.objectID, c.itemID, (uint)c.ignoreControls, (uint)c.eventControls);
3472 } 3695 }
3473 cAgent.Controllers = controls; 3696 cAgent.Controllers = controls;
3474 } 3697 }
@@ -3502,6 +3725,8 @@ namespace OpenSim.Region.Framework.Scenes
3502 CameraAtAxis = cAgent.AtAxis; 3725 CameraAtAxis = cAgent.AtAxis;
3503 CameraLeftAxis = cAgent.LeftAxis; 3726 CameraLeftAxis = cAgent.LeftAxis;
3504 CameraUpAxis = cAgent.UpAxis; 3727 CameraUpAxis = cAgent.UpAxis;
3728 ParentUUID = cAgent.ParentPart;
3729 PrevSitOffset = cAgent.SitOffset;
3505 3730
3506 // When we get to the point of re-computing neighbors everytime this 3731 // When we get to the point of re-computing neighbors everytime this
3507 // changes, then start using the agent's drawdistance rather than the 3732 // changes, then start using the agent's drawdistance rather than the
@@ -3539,6 +3764,7 @@ namespace OpenSim.Region.Framework.Scenes
3539 foreach (ControllerData c in cAgent.Controllers) 3764 foreach (ControllerData c in cAgent.Controllers)
3540 { 3765 {
3541 ScriptControllers sc = new ScriptControllers(); 3766 ScriptControllers sc = new ScriptControllers();
3767 sc.objectID = c.ObjectID;
3542 sc.itemID = c.ItemID; 3768 sc.itemID = c.ItemID;
3543 sc.ignoreControls = (ScriptControlled)c.IgnoreControls; 3769 sc.ignoreControls = (ScriptControlled)c.IgnoreControls;
3544 sc.eventControls = (ScriptControlled)c.EventControls; 3770 sc.eventControls = (ScriptControlled)c.EventControls;
@@ -3606,20 +3832,27 @@ namespace OpenSim.Region.Framework.Scenes
3606 } 3832 }
3607 3833
3608 if (Appearance.AvatarHeight == 0) 3834 if (Appearance.AvatarHeight == 0)
3609 Appearance.SetHeight(); 3835// Appearance.SetHeight();
3836 Appearance.SetSize(new Vector3(0.45f,0.6f,1.9f));
3610 3837
3611 PhysicsScene scene = m_scene.PhysicsScene; 3838 PhysicsScene scene = m_scene.PhysicsScene;
3612 3839
3613 Vector3 pVec = AbsolutePosition; 3840 Vector3 pVec = AbsolutePosition;
3614 3841
3842/*
3615 PhysicsActor = scene.AddAvatar( 3843 PhysicsActor = scene.AddAvatar(
3616 LocalId, Firstname + "." + Lastname, pVec, 3844 LocalId, Firstname + "." + Lastname, pVec,
3617 new Vector3(0f, 0f, Appearance.AvatarHeight), isFlying); 3845 new Vector3(0.45f, 0.6f, Appearance.AvatarHeight), isFlying);
3846*/
3847
3848 PhysicsActor = scene.AddAvatar(
3849 LocalId, Firstname + "." + Lastname, pVec,
3850 Appearance.AvatarBoxSize,Appearance.AvatarFeetOffset, isFlying);
3618 3851
3619 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3852 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3620 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3853 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
3621 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong 3854 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong
3622 PhysicsActor.SubscribeEvents(500); 3855 PhysicsActor.SubscribeEvents(100);
3623 PhysicsActor.LocalID = LocalId; 3856 PhysicsActor.LocalID = LocalId;
3624 } 3857 }
3625 3858
@@ -3633,6 +3866,7 @@ namespace OpenSim.Region.Framework.Scenes
3633 ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true); 3866 ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true);
3634 } 3867 }
3635 3868
3869
3636 /// <summary> 3870 /// <summary>
3637 /// Event called by the physics plugin to tell the avatar about a collision. 3871 /// Event called by the physics plugin to tell the avatar about a collision.
3638 /// </summary> 3872 /// </summary>
@@ -3646,7 +3880,7 @@ namespace OpenSim.Region.Framework.Scenes
3646 /// <param name="e"></param> 3880 /// <param name="e"></param>
3647 public void PhysicsCollisionUpdate(EventArgs e) 3881 public void PhysicsCollisionUpdate(EventArgs e)
3648 { 3882 {
3649 if (IsChildAgent) 3883 if (IsChildAgent || Animator == null)
3650 return; 3884 return;
3651 3885
3652 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3886 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
@@ -3663,7 +3897,6 @@ namespace OpenSim.Region.Framework.Scenes
3663 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3897 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3664 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3898 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3665 3899
3666 CollisionPlane = Vector4.UnitW;
3667 3900
3668// // No collisions at all means we may be flying. Update always 3901// // No collisions at all means we may be flying. Update always
3669// // to make falling work 3902// // to make falling work
@@ -3675,6 +3908,7 @@ namespace OpenSim.Region.Framework.Scenes
3675 3908
3676 if (coldata.Count != 0) 3909 if (coldata.Count != 0)
3677 { 3910 {
3911/*
3678 switch (Animator.CurrentMovementAnimation) 3912 switch (Animator.CurrentMovementAnimation)
3679 { 3913 {
3680 case "STAND": 3914 case "STAND":
@@ -3683,24 +3917,38 @@ namespace OpenSim.Region.Framework.Scenes
3683 case "CROUCH": 3917 case "CROUCH":
3684 case "CROUCHWALK": 3918 case "CROUCHWALK":
3685 { 3919 {
3920 */
3686 ContactPoint lowest; 3921 ContactPoint lowest;
3687 lowest.SurfaceNormal = Vector3.Zero; 3922 lowest.SurfaceNormal = Vector3.Zero;
3688 lowest.Position = Vector3.Zero; 3923 lowest.Position = Vector3.Zero;
3689 lowest.Position.Z = Single.NaN; 3924 lowest.Position.Z = float.MaxValue;
3690 3925
3691 foreach (ContactPoint contact in coldata.Values) 3926 foreach (ContactPoint contact in coldata.Values)
3692 { 3927 {
3693 if (Single.IsNaN(lowest.Position.Z) || contact.Position.Z < lowest.Position.Z) 3928
3929 if (contact.CharacterFeet && contact.Position.Z < lowest.Position.Z)
3694 { 3930 {
3695 lowest = contact; 3931 lowest = contact;
3696 } 3932 }
3697 } 3933 }
3698 3934
3699 CollisionPlane = new Vector4(-lowest.SurfaceNormal, -Vector3.Dot(lowest.Position, lowest.SurfaceNormal)); 3935 if (lowest.Position.Z != float.MaxValue)
3936 {
3937 lowest.SurfaceNormal = -lowest.SurfaceNormal;
3938 CollisionPlane = new Vector4(lowest.SurfaceNormal, Vector3.Dot(lowest.Position, lowest.SurfaceNormal));
3939 }
3940 else
3941 CollisionPlane = Vector4.UnitW;
3942/*
3700 } 3943 }
3701 break; 3944 break;
3702 } 3945 }
3946*/
3703 } 3947 }
3948 else
3949 CollisionPlane = Vector4.UnitW;
3950
3951 RaiseCollisionScriptEvents(coldata);
3704 3952
3705 // Gods do not take damage and Invulnerable is set depending on parcel/region flags 3953 // Gods do not take damage and Invulnerable is set depending on parcel/region flags
3706 if (Invulnerable || GodLevel > 0) 3954 if (Invulnerable || GodLevel > 0)
@@ -3799,6 +4047,12 @@ namespace OpenSim.Region.Framework.Scenes
3799 // m_reprioritizationTimer.Dispose(); 4047 // m_reprioritizationTimer.Dispose();
3800 4048
3801 RemoveFromPhysicalScene(); 4049 RemoveFromPhysicalScene();
4050
4051 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
4052
4053// if (Animator != null)
4054// Animator.Close();
4055 Animator = null;
3802 4056
3803 LifecycleState = ScenePresenceState.Removed; 4057 LifecycleState = ScenePresenceState.Removed;
3804 } 4058 }
@@ -4034,10 +4288,18 @@ namespace OpenSim.Region.Framework.Scenes
4034 4288
4035 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID) 4289 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID)
4036 { 4290 {
4291 SceneObjectPart p = m_scene.GetSceneObjectPart(Obj_localID);
4292 if (p == null)
4293 return;
4294
4295 ControllingClient.SendTakeControls(controls, false, false);
4296 ControllingClient.SendTakeControls(controls, true, false);
4297
4037 ScriptControllers obj = new ScriptControllers(); 4298 ScriptControllers obj = new ScriptControllers();
4038 obj.ignoreControls = ScriptControlled.CONTROL_ZERO; 4299 obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
4039 obj.eventControls = ScriptControlled.CONTROL_ZERO; 4300 obj.eventControls = ScriptControlled.CONTROL_ZERO;
4040 4301
4302 obj.objectID = p.ParentGroup.UUID;
4041 obj.itemID = Script_item_UUID; 4303 obj.itemID = Script_item_UUID;
4042 if (pass_on == 0 && accept == 0) 4304 if (pass_on == 0 && accept == 0)
4043 { 4305 {
@@ -4086,6 +4348,21 @@ namespace OpenSim.Region.Framework.Scenes
4086 ControllingClient.SendTakeControls(int.MaxValue, false, false); 4348 ControllingClient.SendTakeControls(int.MaxValue, false, false);
4087 } 4349 }
4088 4350
4351 private void UnRegisterSeatControls(UUID obj)
4352 {
4353 List<UUID> takers = new List<UUID>();
4354
4355 foreach (ScriptControllers c in scriptedcontrols.Values)
4356 {
4357 if (c.objectID == obj)
4358 takers.Add(c.itemID);
4359 }
4360 foreach (UUID t in takers)
4361 {
4362 UnRegisterControlEventsToScript(0, t);
4363 }
4364 }
4365
4089 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID) 4366 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID)
4090 { 4367 {
4091 ScriptControllers takecontrols; 4368 ScriptControllers takecontrols;
@@ -4415,6 +4692,12 @@ namespace OpenSim.Region.Framework.Scenes
4415 4692
4416 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 4693 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
4417 { 4694 {
4695 string reason;
4696
4697 // Honor bans
4698 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
4699 return;
4700
4418 SceneObjectGroup telehub = null; 4701 SceneObjectGroup telehub = null;
4419 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 4702 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
4420 { 4703 {
@@ -4454,11 +4737,206 @@ namespace OpenSim.Region.Framework.Scenes
4454 pos = land.LandData.UserLocation; 4737 pos = land.LandData.UserLocation;
4455 } 4738 }
4456 } 4739 }
4457 4740
4458 land.SendLandUpdateToClient(ControllingClient); 4741 land.SendLandUpdateToClient(ControllingClient);
4459 } 4742 }
4460 } 4743 }
4461 4744
4745 private DetectedObject CreateDetObject(SceneObjectPart obj)
4746 {
4747 DetectedObject detobj = new DetectedObject();
4748 detobj.keyUUID = obj.UUID;
4749 detobj.nameStr = obj.Name;
4750 detobj.ownerUUID = obj.OwnerID;
4751 detobj.posVector = obj.AbsolutePosition;
4752 detobj.rotQuat = obj.GetWorldRotation();
4753 detobj.velVector = obj.Velocity;
4754 detobj.colliderType = 0;
4755 detobj.groupUUID = obj.GroupID;
4756
4757 return detobj;
4758 }
4759
4760 private DetectedObject CreateDetObject(ScenePresence av)
4761 {
4762 DetectedObject detobj = new DetectedObject();
4763 detobj.keyUUID = av.UUID;
4764 detobj.nameStr = av.ControllingClient.Name;
4765 detobj.ownerUUID = av.UUID;
4766 detobj.posVector = av.AbsolutePosition;
4767 detobj.rotQuat = av.Rotation;
4768 detobj.velVector = av.Velocity;
4769 detobj.colliderType = 0;
4770 detobj.groupUUID = av.ControllingClient.ActiveGroupId;
4771
4772 return detobj;
4773 }
4774
4775 private DetectedObject CreateDetObjectForGround()
4776 {
4777 DetectedObject detobj = new DetectedObject();
4778 detobj.keyUUID = UUID.Zero;
4779 detobj.nameStr = "";
4780 detobj.ownerUUID = UUID.Zero;
4781 detobj.posVector = AbsolutePosition;
4782 detobj.rotQuat = Quaternion.Identity;
4783 detobj.velVector = Vector3.Zero;
4784 detobj.colliderType = 0;
4785 detobj.groupUUID = UUID.Zero;
4786
4787 return detobj;
4788 }
4789
4790 private ColliderArgs CreateColliderArgs(SceneObjectPart dest, List<uint> colliders)
4791 {
4792 ColliderArgs colliderArgs = new ColliderArgs();
4793 List<DetectedObject> colliding = new List<DetectedObject>();
4794 foreach (uint localId in colliders)
4795 {
4796 if (localId == 0)
4797 continue;
4798
4799 SceneObjectPart obj = m_scene.GetSceneObjectPart(localId);
4800 if (obj != null)
4801 {
4802 if (!dest.CollisionFilteredOut(obj.UUID, obj.Name))
4803 colliding.Add(CreateDetObject(obj));
4804 }
4805 else
4806 {
4807 ScenePresence av = m_scene.GetScenePresence(localId);
4808 if (av != null && (!av.IsChildAgent))
4809 {
4810 if (!dest.CollisionFilteredOut(av.UUID, av.Name))
4811 colliding.Add(CreateDetObject(av));
4812 }
4813 }
4814 }
4815
4816 colliderArgs.Colliders = colliding;
4817
4818 return colliderArgs;
4819 }
4820
4821 private delegate void ScriptCollidingNotification(uint localID, ColliderArgs message);
4822
4823 private void SendCollisionEvent(SceneObjectGroup dest, scriptEvents ev, List<uint> colliders, ScriptCollidingNotification notify)
4824 {
4825 ColliderArgs CollidingMessage;
4826
4827 if (colliders.Count > 0)
4828 {
4829 if ((dest.RootPart.ScriptEvents & ev) != 0)
4830 {
4831 CollidingMessage = CreateColliderArgs(dest.RootPart, colliders);
4832
4833 if (CollidingMessage.Colliders.Count > 0)
4834 notify(dest.RootPart.LocalId, CollidingMessage);
4835 }
4836 }
4837 }
4838
4839 private void SendLandCollisionEvent(SceneObjectGroup dest, scriptEvents ev, ScriptCollidingNotification notify)
4840 {
4841 if ((dest.RootPart.ScriptEvents & ev) != 0)
4842 {
4843 ColliderArgs LandCollidingMessage = new ColliderArgs();
4844 List<DetectedObject> colliding = new List<DetectedObject>();
4845
4846 colliding.Add(CreateDetObjectForGround());
4847 LandCollidingMessage.Colliders = colliding;
4848
4849 notify(dest.RootPart.LocalId, LandCollidingMessage);
4850 }
4851 }
4852
4853 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
4854 {
4855 try
4856 {
4857 List<uint> thisHitColliders = new List<uint>();
4858 List<uint> endedColliders = new List<uint>();
4859 List<uint> startedColliders = new List<uint>();
4860 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
4861 CollisionForSoundInfo soundinfo;
4862 ContactPoint curcontact;
4863
4864 if (coldata.Count == 0)
4865 {
4866 if (m_lastColliders.Count == 0)
4867 return; // nothing to do
4868
4869 foreach (uint localID in m_lastColliders)
4870 {
4871 endedColliders.Add(localID);
4872 }
4873 m_lastColliders.Clear();
4874 }
4875
4876 else
4877 {
4878 foreach (uint id in coldata.Keys)
4879 {
4880 thisHitColliders.Add(id);
4881 if (!m_lastColliders.Contains(id))
4882 {
4883 startedColliders.Add(id);
4884 curcontact = coldata[id];
4885 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
4886 {
4887 soundinfo = new CollisionForSoundInfo();
4888 soundinfo.colliderID = id;
4889 soundinfo.position = curcontact.Position;
4890 soundinfo.relativeVel = curcontact.RelativeSpeed;
4891 soundinfolist.Add(soundinfo);
4892 }
4893 }
4894 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
4895 }
4896
4897 // calculate things that ended colliding
4898 foreach (uint localID in m_lastColliders)
4899 {
4900 if (!thisHitColliders.Contains(localID))
4901 {
4902 endedColliders.Add(localID);
4903 }
4904 }
4905 //add the items that started colliding this time to the last colliders list.
4906 foreach (uint localID in startedColliders)
4907 {
4908 m_lastColliders.Add(localID);
4909 }
4910 // remove things that ended colliding from the last colliders list
4911 foreach (uint localID in endedColliders)
4912 {
4913 m_lastColliders.Remove(localID);
4914 }
4915
4916 if (soundinfolist.Count > 0)
4917 CollisionSounds.AvatarCollisionSound(this, soundinfolist);
4918 }
4919
4920 foreach (SceneObjectGroup att in GetAttachments())
4921 {
4922 SendCollisionEvent(att, scriptEvents.collision_start, startedColliders, m_scene.EventManager.TriggerScriptCollidingStart);
4923 SendCollisionEvent(att, scriptEvents.collision , m_lastColliders , m_scene.EventManager.TriggerScriptColliding);
4924 SendCollisionEvent(att, scriptEvents.collision_end , endedColliders , m_scene.EventManager.TriggerScriptCollidingEnd);
4925
4926 if (startedColliders.Contains(0))
4927 SendLandCollisionEvent(att, scriptEvents.land_collision_start, m_scene.EventManager.TriggerScriptLandCollidingStart);
4928 if (m_lastColliders.Contains(0))
4929 SendLandCollisionEvent(att, scriptEvents.land_collision, m_scene.EventManager.TriggerScriptLandColliding);
4930 if (endedColliders.Contains(0))
4931 SendLandCollisionEvent(att, scriptEvents.land_collision_end, m_scene.EventManager.TriggerScriptLandCollidingEnd);
4932 }
4933 }
4934 finally
4935 {
4936 m_collisionEventFlag = false;
4937 }
4938 }
4939
4462 private void TeleportFlagsDebug() { 4940 private void TeleportFlagsDebug() {
4463 4941
4464 // Some temporary debugging help to show all the TeleportFlags we have... 4942 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -4483,6 +4961,5 @@ namespace OpenSim.Region.Framework.Scenes
4483 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4961 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
4484 4962
4485 } 4963 }
4486
4487 } 4964 }
4488} 4965}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index f07dee9..5372360 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -375,11 +375,21 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
375 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 375 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
376 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 376 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
377 377
378 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
379 m_SOPXmlProcessors.Add("Force", ProcessForce);
380 m_SOPXmlProcessors.Add("Torque", ProcessTorque);
381 m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
382
383
384 m_SOPXmlProcessors.Add("Vehicle", ProcessVehicle);
385
378 m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType); 386 m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType);
379 m_SOPXmlProcessors.Add("Density", ProcessDensity); 387 m_SOPXmlProcessors.Add("Density", ProcessDensity);
380 m_SOPXmlProcessors.Add("Friction", ProcessFriction); 388 m_SOPXmlProcessors.Add("Friction", ProcessFriction);
381 m_SOPXmlProcessors.Add("Bounce", ProcessBounce); 389 m_SOPXmlProcessors.Add("Bounce", ProcessBounce);
382 m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier); 390 m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier);
391 m_SOPXmlProcessors.Add("CameraEyeOffset", ProcessCameraEyeOffset);
392 m_SOPXmlProcessors.Add("CameraAtOffset", ProcessCameraAtOffset);
383 393
384 #endregion 394 #endregion
385 395
@@ -408,7 +418,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
408 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask); 418 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask);
409 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType); 419 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType);
410 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged); 420 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged);
411 421
412 #endregion 422 #endregion
413 423
414 #region ShapeXmlProcessors initialization 424 #region ShapeXmlProcessors initialization
@@ -634,6 +644,33 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
634 obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty); 644 obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty);
635 } 645 }
636 646
647 private static void ProcessCameraEyeOffset(SceneObjectPart obj, XmlTextReader reader)
648 {
649 obj.SetCameraEyeOffset(Util.ReadVector(reader, "CameraEyeOffset"));
650 }
651
652 private static void ProcessCameraAtOffset(SceneObjectPart obj, XmlTextReader reader)
653 {
654 obj.SetCameraAtOffset(Util.ReadVector(reader, "CameraAtOffset"));
655 }
656
657 private static void ProcessVehicle(SceneObjectPart obj, XmlTextReader reader)
658 {
659 SOPVehicle vehicle = SOPVehicle.FromXml2(reader);
660
661 if (vehicle == null)
662 {
663 obj.VehicleParams = null;
664 m_log.DebugFormat(
665 "[SceneObjectSerializer]: Parsing Vehicle for object part {0} {1} encountered errors. Please see earlier log entries.",
666 obj.Name, obj.UUID);
667 }
668 else
669 {
670 obj.VehicleParams = vehicle;
671 }
672 }
673
637 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader) 674 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader)
638 { 675 {
639 List<string> errorNodeNames; 676 List<string> errorNodeNames;
@@ -808,6 +845,25 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
808 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 845 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
809 } 846 }
810 847
848 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
849 {
850 obj.Buoyancy = (float)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
851 }
852
853 private static void ProcessForce(SceneObjectPart obj, XmlTextReader reader)
854 {
855 obj.Force = Util.ReadVector(reader, "Force");
856 }
857 private static void ProcessTorque(SceneObjectPart obj, XmlTextReader reader)
858 {
859 obj.Torque = Util.ReadVector(reader, "Torque");
860 }
861
862 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
863 {
864 obj.VolumeDetectActive = Util.ReadBoolean(reader);
865 }
866
811 #endregion 867 #endregion
812 868
813 #region TaskInventoryXmlProcessors 869 #region TaskInventoryXmlProcessors
@@ -1203,7 +1259,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1203 1259
1204 if (sog.RootPart.KeyframeMotion != null) 1260 if (sog.RootPart.KeyframeMotion != null)
1205 { 1261 {
1206 Byte[] data = sog.RootPart.KeyframeMotion.Serialize(); 1262 Byte[] data = sog.RootPart.KeyframeMotion.Serialize();
1207 1263
1208 writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty); 1264 writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty);
1209 writer.WriteBase64(data, 0, data.Length); 1265 writer.WriteBase64(data, 0, data.Length);
@@ -1318,6 +1374,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1318 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1374 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1319 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1375 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1320 1376
1377 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1378
1379 WriteVector(writer, "Force", sop.Force);
1380 WriteVector(writer, "Torque", sop.Torque);
1381
1382 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1383
1384 if (sop.VehicleParams != null)
1385 sop.VehicleParams.ToXml2(writer);
1386
1321 if(sop.PhysicsShapeType != sop.DefaultPhysicsShapeType()) 1387 if(sop.PhysicsShapeType != sop.DefaultPhysicsShapeType())
1322 writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower()); 1388 writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower());
1323 if (sop.Density != 1000.0f) 1389 if (sop.Density != 1000.0f)
@@ -1328,6 +1394,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1328 writer.WriteElementString("Bounce", sop.Restitution.ToString().ToLower()); 1394 writer.WriteElementString("Bounce", sop.Restitution.ToString().ToLower());
1329 if (sop.GravityModifier != 1.0f) 1395 if (sop.GravityModifier != 1.0f)
1330 writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower()); 1396 writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower());
1397 WriteVector(writer, "CameraEyeOffset", sop.GetCameraEyeOffset());
1398 WriteVector(writer, "CameraAtOffset", sop.GetCameraAtOffset());
1331 1399
1332 writer.WriteEndElement(); 1400 writer.WriteEndElement();
1333 } 1401 }
@@ -1554,12 +1622,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1554 { 1622 {
1555 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1623 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1556 1624
1557 if (reader.IsEmptyElement)
1558 {
1559 reader.Read();
1560 return tinv;
1561 }
1562
1563 reader.ReadStartElement(name, String.Empty); 1625 reader.ReadStartElement(name, String.Empty);
1564 1626
1565 while (reader.Name == "TaskInventoryItem") 1627 while (reader.Name == "TaskInventoryItem")
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
index 95f9caf..bf32251 100644
--- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
+++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
@@ -175,7 +175,7 @@ namespace OpenSim.Region.Framework.Scenes
175 175
176 // saved last reported value so there is something available for llGetRegionFPS 176 // saved last reported value so there is something available for llGetRegionFPS
177 private float lastReportedSimFPS; 177 private float lastReportedSimFPS;
178 private float[] lastReportedSimStats = new float[22]; 178 private float[] lastReportedSimStats = new float[23];
179 private float m_pfps; 179 private float m_pfps;
180 180
181 /// <summary> 181 /// <summary>
@@ -189,12 +189,13 @@ namespace OpenSim.Region.Framework.Scenes
189 private int m_objectUpdates; 189 private int m_objectUpdates;
190 190
191 private int m_frameMS; 191 private int m_frameMS;
192 private int m_spareMS; 192
193 private int m_netMS; 193 private int m_netMS;
194 private int m_agentMS; 194 private int m_agentMS;
195 private int m_physicsMS; 195 private int m_physicsMS;
196 private int m_imageMS; 196 private int m_imageMS;
197 private int m_otherMS; 197 private int m_otherMS;
198 private int m_sleeptimeMS;
198 199
199//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed. 200//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed.
200//Ckrinke private int m_scriptMS = 0; 201//Ckrinke private int m_scriptMS = 0;
@@ -292,7 +293,7 @@ namespace OpenSim.Region.Framework.Scenes
292 if (!m_scene.Active) 293 if (!m_scene.Active)
293 return; 294 return;
294 295
295 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[22]; 296 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[23];
296 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock(); 297 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
297 298
298 // Know what's not thread safe in Mono... modifying timers. 299 // Know what's not thread safe in Mono... modifying timers.
@@ -330,6 +331,35 @@ namespace OpenSim.Region.Framework.Scenes
330 physfps = 0; 331 physfps = 0;
331 332
332#endregion 333#endregion
334 float factor = 1 / m_statsUpdateFactor;
335
336 if (reportedFPS <= 0)
337 reportedFPS = 1;
338
339 float perframe = 1.0f / (float)reportedFPS;
340
341 float TotalFrameTime = m_frameMS * perframe;
342
343 float targetframetime = 1100.0f / (float)m_nominalReportedFps;
344
345 float sparetime;
346 float sleeptime;
347
348 if (TotalFrameTime > targetframetime)
349 {
350 sparetime = 0;
351 sleeptime = 0;
352 }
353 else
354 {
355 sparetime = m_frameMS - m_physicsMS - m_agentMS;
356 sparetime *= perframe;
357 if (sparetime < 0)
358 sparetime = 0;
359 else if (sparetime > TotalFrameTime)
360 sparetime = TotalFrameTime;
361 sleeptime = m_sleeptimeMS * perframe;
362 }
333 363
334 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount(); 364 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
335 m_childAgents = m_scene.SceneGraph.GetChildAgentCount(); 365 m_childAgents = m_scene.SceneGraph.GetChildAgentCount();
@@ -341,25 +371,15 @@ namespace OpenSim.Region.Framework.Scenes
341 // so that stat numbers are always consistent. 371 // so that stat numbers are always consistent.
342 CheckStatSanity(); 372 CheckStatSanity();
343 373
344 //Our time dilation is 0.91 when we're running a full speed, 374 // other MS is actually simulation time
345 // therefore to make sure we get an appropriate range, 375 // m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS;
346 // we have to factor in our error. (0.10f * statsUpdateFactor) 376 // m_imageMS m_netMS are not included in m_frameMS
347 // multiplies the fix for the error times the amount of times it'll occur a second
348 // / 10 divides the value by the number of times the sim heartbeat runs (10fps)
349 // Then we divide the whole amount by the amount of seconds pass in between stats updates.
350
351 // 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change
352 // values to X-per-second values.
353 377
354 uint thisFrame = m_scene.Frame; 378 m_otherMS = m_frameMS - m_physicsMS - m_agentMS - m_sleeptimeMS;
355 float framesUpdated = (float)(thisFrame - m_lastUpdateFrame) * m_reportedFpsCorrectionFactor; 379 if (m_otherMS < 0)
356 m_lastUpdateFrame = thisFrame; 380 m_otherMS = 0;
357 381
358 // Avoid div-by-zero if somehow we've not updated any frames. 382 for (int i = 0; i < 23; i++)
359 if (framesUpdated == 0)
360 framesUpdated = 1;
361
362 for (int i = 0; i < 22; i++)
363 { 383 {
364 sb[i] = new SimStatsPacket.StatBlock(); 384 sb[i] = new SimStatsPacket.StatBlock();
365 } 385 }
@@ -389,19 +409,19 @@ namespace OpenSim.Region.Framework.Scenes
389 sb[7].StatValue = m_activePrim; 409 sb[7].StatValue = m_activePrim;
390 410
391 sb[8].StatID = (uint)Stats.FrameMS; 411 sb[8].StatID = (uint)Stats.FrameMS;
392 sb[8].StatValue = m_frameMS / framesUpdated; 412 sb[8].StatValue = TotalFrameTime;
393 413
394 sb[9].StatID = (uint)Stats.NetMS; 414 sb[9].StatID = (uint)Stats.NetMS;
395 sb[9].StatValue = m_netMS / framesUpdated; 415 sb[9].StatValue = m_netMS * perframe;
396 416
397 sb[10].StatID = (uint)Stats.PhysicsMS; 417 sb[10].StatID = (uint)Stats.PhysicsMS;
398 sb[10].StatValue = m_physicsMS / framesUpdated; 418 sb[10].StatValue = m_physicsMS * perframe;
399 419
400 sb[11].StatID = (uint)Stats.ImageMS ; 420 sb[11].StatID = (uint)Stats.ImageMS ;
401 sb[11].StatValue = m_imageMS / framesUpdated; 421 sb[11].StatValue = m_imageMS * perframe;
402 422
403 sb[12].StatID = (uint)Stats.OtherMS; 423 sb[12].StatID = (uint)Stats.OtherMS;
404 sb[12].StatValue = m_otherMS / framesUpdated; 424 sb[12].StatValue = m_otherMS * perframe;
405 425
406 sb[13].StatID = (uint)Stats.InPacketsPerSecond; 426 sb[13].StatID = (uint)Stats.InPacketsPerSecond;
407 sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor); 427 sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor);
@@ -413,7 +433,7 @@ namespace OpenSim.Region.Framework.Scenes
413 sb[15].StatValue = m_unAckedBytes; 433 sb[15].StatValue = m_unAckedBytes;
414 434
415 sb[16].StatID = (uint)Stats.AgentMS; 435 sb[16].StatID = (uint)Stats.AgentMS;
416 sb[16].StatValue = m_agentMS / framesUpdated; 436 sb[16].StatValue = m_agentMS * perframe;
417 437
418 sb[17].StatID = (uint)Stats.PendingDownloads; 438 sb[17].StatID = (uint)Stats.PendingDownloads;
419 sb[17].StatValue = m_pendingDownloads; 439 sb[17].StatValue = m_pendingDownloads;
@@ -428,7 +448,10 @@ namespace OpenSim.Region.Framework.Scenes
428 sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor; 448 sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor;
429 449
430 sb[21].StatID = (uint)Stats.SimSpareMs; 450 sb[21].StatID = (uint)Stats.SimSpareMs;
431 sb[21].StatValue = m_spareMS / framesUpdated; 451 sb[21].StatValue = sparetime;
452
453 sb[22].StatID = (uint)Stats.SimSleepMs;
454 sb[22].StatValue = sleeptime;
432 455
433 for (int i = 0; i < 22; i++) 456 for (int i = 0; i < 22; i++)
434 { 457 {
@@ -447,28 +470,32 @@ namespace OpenSim.Region.Framework.Scenes
447 } 470 }
448 471
449 // Extra statistics that aren't currently sent to clients 472 // Extra statistics that aren't currently sent to clients
450 lock (m_lastReportedExtraSimStats) 473 if (m_scene.PhysicsScene != null)
451 { 474 {
452 m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor; 475 lock (m_lastReportedExtraSimStats)
453 m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
454
455 Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
456
457 if (physicsStats != null)
458 { 476 {
459 foreach (KeyValuePair<string, float> tuple in physicsStats) 477 m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor;
478 m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
479
480 Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
481
482 if (physicsStats != null)
460 { 483 {
461 // FIXME: An extremely dirty hack to divide MS stats per frame rather than per second 484 foreach (KeyValuePair<string, float> tuple in physicsStats)
462 // Need to change things so that stats source can indicate whether they are per second or 485 {
463 // per frame. 486 // FIXME: An extremely dirty hack to divide MS stats per frame rather than per second
464 if (tuple.Key.EndsWith("MS")) 487 // Need to change things so that stats source can indicate whether they are per second or
465 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / framesUpdated; 488 // per frame.
466 else 489 if (tuple.Key.EndsWith("MS"))
467 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor; 490 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value * perframe;
491 else
492 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor;
493 }
468 } 494 }
469 } 495 }
470 } 496 }
471 497
498// LastReportedObjectUpdates = m_objectUpdates / m_statsUpdateFactor;
472 ResetValues(); 499 ResetValues();
473 } 500 }
474 } 501 }
@@ -491,7 +518,8 @@ namespace OpenSim.Region.Framework.Scenes
491 m_physicsMS = 0; 518 m_physicsMS = 0;
492 m_imageMS = 0; 519 m_imageMS = 0;
493 m_otherMS = 0; 520 m_otherMS = 0;
494 m_spareMS = 0; 521// m_spareMS = 0;
522 m_sleeptimeMS = 0;
495 523
496//Ckrinke This variable is not used, so comment to remove compiler warning until it is used. 524//Ckrinke This variable is not used, so comment to remove compiler warning until it is used.
497//Ckrinke m_scriptMS = 0; 525//Ckrinke m_scriptMS = 0;
@@ -575,11 +603,6 @@ namespace OpenSim.Region.Framework.Scenes
575 SlowFramesStat.Value++; 603 SlowFramesStat.Value++;
576 } 604 }
577 605
578 public void AddSpareMS(int ms)
579 {
580 m_spareMS += ms;
581 }
582
583 public void addNetMS(int ms) 606 public void addNetMS(int ms)
584 { 607 {
585 m_netMS += ms; 608 m_netMS += ms;
@@ -605,6 +628,11 @@ namespace OpenSim.Region.Framework.Scenes
605 m_otherMS += ms; 628 m_otherMS += ms;
606 } 629 }
607 630
631 public void addSleepMS(int ms)
632 {
633 m_sleeptimeMS += ms;
634 }
635
608 public void AddPendingDownloads(int count) 636 public void AddPendingDownloads(int count)
609 { 637 {
610 m_pendingDownloads += count; 638 m_pendingDownloads += count;
diff --git a/OpenSim/Region/Framework/Scenes/TerrainChannel.cs b/OpenSim/Region/Framework/Scenes/TerrainChannel.cs
index c0ca48e..b6e0a97 100644
--- a/OpenSim/Region/Framework/Scenes/TerrainChannel.cs
+++ b/OpenSim/Region/Framework/Scenes/TerrainChannel.cs
@@ -131,7 +131,15 @@ namespace OpenSim.Region.Framework.Scenes
131 131
132 public double this[int x, int y] 132 public double this[int x, int y]
133 { 133 {
134 get { return map[x, y]; } 134 get
135 {
136 if (x < 0) x = 0;
137 if (y < 0) y = 0;
138 if (x >= (int)Constants.RegionSize) x = (int)Constants.RegionSize - 1;
139 if (y >= (int)Constants.RegionSize) y = (int)Constants.RegionSize - 1;
140
141 return map[x, y];
142 }
135 set 143 set
136 { 144 {
137 // Will "fix" terrain hole problems. Although not fantastically. 145 // Will "fix" terrain hole problems. Although not fantastically.
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs
index 5b5fb92..95b30d5 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs
@@ -83,8 +83,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests
83 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001"); 83 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");
84 84
85 TestScene scene = new SceneHelpers().SetupScene(); 85 TestScene scene = new SceneHelpers().SetupScene();
86 SceneHelpers.SetupSceneModules(scene, new PermissionsModule()); 86 IConfigSource configSource = new IniConfigSource();
87 TestClient client = (TestClient)SceneHelpers.AddScenePresence(scene, userId).ControllingClient; 87 IConfig config = configSource.AddConfig("Startup");
88 config.Set("serverside_object_permissions", true);
89 SceneHelpers.SetupSceneModules(scene, configSource, new object[] { new DefaultPermissionsModule() });
90 IClientAPI client = SceneHelpers.AddScenePresence(scene, userId).ControllingClient;
88 91
89 // Turn off the timer on the async sog deleter - we'll crank it by hand for this test. 92 // Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
90 AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter; 93 AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
@@ -106,9 +109,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests
106 109
107 SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId); 110 SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId);
108 Assert.That(retrievedPart2, Is.Null); 111 Assert.That(retrievedPart2, Is.Null);
109
110 Assert.That(client.ReceivedKills.Count, Is.EqualTo(1));
111 Assert.That(client.ReceivedKills[0], Is.EqualTo(soLocalId));
112 } 112 }
113 113
114 /// <summary> 114 /// <summary>
@@ -135,7 +135,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
135 SceneHelpers.SetupSceneModules(sceneB, config, etmB); 135 SceneHelpers.SetupSceneModules(sceneB, config, etmB);
136 136
137 // We need this for derez 137 // We need this for derez
138 SceneHelpers.SetupSceneModules(sceneA, new PermissionsModule()); 138 //SceneHelpers.SetupSceneModules(sceneA, new PermissionsModule());
139 139
140 UserAccount uaA = UserAccountHelpers.CreateUserWithInventory(sceneA, "Andy", "AAA", 0x1, ""); 140 UserAccount uaA = UserAccountHelpers.CreateUserWithInventory(sceneA, "Andy", "AAA", 0x1, "");
141 UserAccount uaB = UserAccountHelpers.CreateUserWithInventory(sceneA, "Brian", "BBB", 0x2, ""); 141 UserAccount uaB = UserAccountHelpers.CreateUserWithInventory(sceneA, "Brian", "BBB", 0x2, "");
@@ -155,12 +155,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests
155 uint soLocalId = so.LocalId; 155 uint soLocalId = so.LocalId;
156 156
157 sceneA.DeleteSceneObject(so, false); 157 sceneA.DeleteSceneObject(so, false);
158
159 Assert.That(clientA.ReceivedKills.Count, Is.EqualTo(1));
160 Assert.That(clientA.ReceivedKills[0], Is.EqualTo(soLocalId));
161
162 Assert.That(childClientsB[0].ReceivedKills.Count, Is.EqualTo(1));
163 Assert.That(childClientsB[0].ReceivedKills[0], Is.EqualTo(soLocalId));
164 } 158 }
165 159
166 /// <summary> 160 /// <summary>
@@ -179,7 +173,10 @@ namespace OpenSim.Region.Framework.Scenes.Tests
179 UUID objectOwnerId = UUID.Parse("20000000-0000-0000-0000-000000000001"); 173 UUID objectOwnerId = UUID.Parse("20000000-0000-0000-0000-000000000001");
180 174
181 TestScene scene = new SceneHelpers().SetupScene(); 175 TestScene scene = new SceneHelpers().SetupScene();
182 SceneHelpers.SetupSceneModules(scene, new PermissionsModule()); 176 IConfigSource configSource = new IniConfigSource();
177 IConfig config = configSource.AddConfig("Startup");
178 config.Set("serverside_object_permissions", true);
179 SceneHelpers.SetupSceneModules(scene, configSource, new object[] { new DefaultPermissionsModule() });
183 IClientAPI client = SceneHelpers.AddScenePresence(scene, userId).ControllingClient; 180 IClientAPI client = SceneHelpers.AddScenePresence(scene, userId).ControllingClient;
184 181
185 // Turn off the timer on the async sog deleter - we'll crank it by hand for this test. 182 // Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
@@ -262,4 +259,4 @@ namespace OpenSim.Region.Framework.Scenes.Tests
262// Assert.That(retrievedPart, Is.Null); 259// Assert.That(retrievedPart, Is.Null);
263 } 260 }
264 } 261 }
265} \ No newline at end of file 262}
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
index c264433..1182c96 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
@@ -62,6 +62,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
62 Assert.That(g1Post.RootPart.Scale.X, Is.EqualTo(2)); 62 Assert.That(g1Post.RootPart.Scale.X, Is.EqualTo(2));
63 Assert.That(g1Post.RootPart.Scale.Y, Is.EqualTo(3)); 63 Assert.That(g1Post.RootPart.Scale.Y, Is.EqualTo(3));
64 Assert.That(g1Post.RootPart.Scale.Z, Is.EqualTo(4)); 64 Assert.That(g1Post.RootPart.Scale.Z, Is.EqualTo(4));
65
66 Assert.That(g1Post.RootPart.UndoCount, Is.EqualTo(1));
65 } 67 }
66 68
67 /// <summary> 69 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs
deleted file mode 100644
index 4883ae7..0000000
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs
+++ /dev/null
@@ -1,184 +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.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 /// Tests for undo/redo
42 /// </summary>
43 public class SceneObjectUndoRedoTests : OpenSimTestCase
44 {
45 [Test]
46 public void TestUndoRedoResizeSceneObject()
47 {
48 TestHelpers.InMethod();
49// TestHelpers.EnableLogging();
50
51 Vector3 firstSize = new Vector3(2, 3, 4);
52 Vector3 secondSize = new Vector3(5, 6, 7);
53
54 Scene scene = new SceneHelpers().SetupScene();
55 scene.MaxUndoCount = 20;
56 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
57
58 // TODO: It happens to be the case that we are not storing undo states for SOPs which are not yet in a SOG,
59 // which is the way that AddSceneObject() sets up the object (i.e. it creates the SOP first). However,
60 // this is somewhat by chance. Really, we shouldn't be storing undo states at all if the object is not
61 // in a scene.
62 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
63
64 g1.GroupResize(firstSize);
65 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
66
67 g1.GroupResize(secondSize);
68 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(2));
69
70 g1.RootPart.Undo();
71 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
72 Assert.That(g1.GroupScale, Is.EqualTo(firstSize));
73
74 g1.RootPart.Redo();
75 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(2));
76 Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
77 }
78
79 [Test]
80 public void TestUndoLimit()
81 {
82 TestHelpers.InMethod();
83
84 Vector3 firstSize = new Vector3(2, 3, 4);
85 Vector3 secondSize = new Vector3(5, 6, 7);
86 Vector3 thirdSize = new Vector3(8, 9, 10);
87 Vector3 fourthSize = new Vector3(11, 12, 13);
88
89 Scene scene = new SceneHelpers().SetupScene();
90 scene.MaxUndoCount = 2;
91 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
92
93 g1.GroupResize(firstSize);
94 g1.GroupResize(secondSize);
95 g1.GroupResize(thirdSize);
96 g1.GroupResize(fourthSize);
97
98 g1.RootPart.Undo();
99 g1.RootPart.Undo();
100 g1.RootPart.Undo();
101
102 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
103 Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
104 }
105
106 [Test]
107 public void TestNoUndoOnObjectsNotInScene()
108 {
109 TestHelpers.InMethod();
110
111 Vector3 firstSize = new Vector3(2, 3, 4);
112 Vector3 secondSize = new Vector3(5, 6, 7);
113// Vector3 thirdSize = new Vector3(8, 9, 10);
114// Vector3 fourthSize = new Vector3(11, 12, 13);
115
116 Scene scene = new SceneHelpers().SetupScene();
117 scene.MaxUndoCount = 20;
118 SceneObjectGroup g1 = SceneHelpers.CreateSceneObject(1, TestHelpers.ParseTail(0x1));
119
120 g1.GroupResize(firstSize);
121 g1.GroupResize(secondSize);
122
123 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
124
125 g1.RootPart.Undo();
126
127 Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
128 }
129
130 [Test]
131 public void TestUndoBeyondAvailable()
132 {
133 TestHelpers.InMethod();
134
135 Vector3 newSize = new Vector3(2, 3, 4);
136
137 Scene scene = new SceneHelpers().SetupScene();
138 scene.MaxUndoCount = 20;
139 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
140 Vector3 originalSize = g1.GroupScale;
141
142 g1.RootPart.Undo();
143
144 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
145 Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
146
147 g1.GroupResize(newSize);
148 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
149 Assert.That(g1.GroupScale, Is.EqualTo(newSize));
150
151 g1.RootPart.Undo();
152 g1.RootPart.Undo();
153
154 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
155 Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
156 }
157
158 [Test]
159 public void TestRedoBeyondAvailable()
160 {
161 TestHelpers.InMethod();
162
163 Vector3 newSize = new Vector3(2, 3, 4);
164
165 Scene scene = new SceneHelpers().SetupScene();
166 scene.MaxUndoCount = 20;
167 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
168 Vector3 originalSize = g1.GroupScale;
169
170 g1.RootPart.Redo();
171
172 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
173 Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
174
175 g1.GroupResize(newSize);
176 g1.RootPart.Undo();
177 g1.RootPart.Redo();
178 g1.RootPart.Redo();
179
180 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
181 Assert.That(g1.GroupScale, Is.EqualTo(newSize));
182 }
183 }
184} \ 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 2b79271..e7a1fe0 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
@@ -44,7 +44,7 @@ using OpenSim.Tests.Common.Mock;
44namespace OpenSim.Region.Framework.Scenes.Tests 44namespace OpenSim.Region.Framework.Scenes.Tests
45{ 45{
46 [TestFixture] 46 [TestFixture]
47 public class SceneObjectUserGroupTests : OpenSimTestCase 47 public class SceneObjectUserGroupTests
48 { 48 {
49 /// <summary> 49 /// <summary>
50 /// Test share with group object functionality 50 /// Test share with group object functionality
@@ -54,6 +54,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
54 public void TestShareWithGroup() 54 public void TestShareWithGroup()
55 { 55 {
56 TestHelpers.InMethod(); 56 TestHelpers.InMethod();
57// log4net.Config.XmlConfigurator.Configure();
57 58
58 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001"); 59 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");
59 60
@@ -70,7 +71,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
70 71
71 SceneHelpers.SetupSceneModules( 72 SceneHelpers.SetupSceneModules(
72 scene, configSource, new object[] 73 scene, configSource, new object[]
73 { new PermissionsModule(), 74 { new DefaultPermissionsModule(),
74 new GroupsModule(), 75 new GroupsModule(),
75 new MockGroupsServicesConnector() }); 76 new MockGroupsServicesConnector() });
76 77
@@ -81,4 +82,4 @@ namespace OpenSim.Region.Framework.Scenes.Tests
81 groupsModule.CreateGroup(client, "group1", "To boldly go", true, UUID.Zero, 5, true, true, true); 82 groupsModule.CreateGroup(client, "group1", "To boldly go", true, UUID.Zero, 5, true, true, true);
82 } 83 }
83 } 84 }
84} \ No newline at end of file 85}
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCapabilityTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCapabilityTests.cs
index 4fdfc74..9fa0a71 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCapabilityTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCapabilityTests.cs
@@ -75,14 +75,16 @@ namespace OpenSim.Region.Framework.Scenes.Tests
75 SceneHelpers.SetupSceneModules(scene, capsMod); 75 SceneHelpers.SetupSceneModules(scene, capsMod);
76 76
77 ScenePresence sp = SceneHelpers.AddChildScenePresence(scene, spUuid); 77 ScenePresence sp = SceneHelpers.AddChildScenePresence(scene, spUuid);
78 Assert.That(capsMod.GetCapsForUser(spUuid), Is.Not.Null); 78 //Assert.That(capsMod.GetCapsForUser(spUuid), Is.Not.Null);
79 79
80 // TODO: Need to add tests for other ICapabiltiesModule methods. 80 // TODO: Need to add tests for other ICapabiltiesModule methods.
81 81
82// scene.IncomingCloseAgent(sp.UUID, false);
83// //Assert.That(capsMod.GetCapsForUser(spUuid), Is.Null);
82 scene.CloseAgent(sp.UUID, false); 84 scene.CloseAgent(sp.UUID, false);
83 Assert.That(capsMod.GetCapsForUser(spUuid), Is.Null); 85// Assert.That(capsMod.GetCapsForUser(spUuid), Is.Null);
84 86
85 // TODO: Need to add tests for other ICapabiltiesModule methods. 87 // TODO: Need to add tests for other ICapabiltiesModule methods.
86 } 88 }
87 } 89 }
88} \ No newline at end of file 90}
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs
index cf211a1..b806a97 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs
@@ -192,7 +192,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
192 // We need to set up the permisions module on scene B so that our later use of agent limit to deny 192 // We need to set up the permisions module on scene B so that our later use of agent limit to deny
193 // QueryAccess won't succeed anyway because administrators are always allowed in and the default 193 // QueryAccess won't succeed anyway because administrators are always allowed in and the default
194 // IsAdministrator if no permissions module is present is true. 194 // IsAdministrator if no permissions module is present is true.
195 SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), new PermissionsModule(), etmB); 195// SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), new PermissionsModule(), etmB);
196 196
197 AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId); 197 AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId);
198 TestClient tc = new TestClient(acd, sceneA); 198 TestClient tc = new TestClient(acd, sceneA);
@@ -246,4 +246,4 @@ namespace OpenSim.Region.Framework.Scenes.Tests
246 Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True); 246 Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True);
247 } 247 }
248 } 248 }
249} \ No newline at end of file 249}
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs
index 8c25dbc..fff542b 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs
@@ -282,7 +282,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
282 // We need to set up the permisions module on scene B so that our later use of agent limit to deny 282 // We need to set up the permisions module on scene B so that our later use of agent limit to deny
283 // QueryAccess won't succeed anyway because administrators are always allowed in and the default 283 // QueryAccess won't succeed anyway because administrators are always allowed in and the default
284 // IsAdministrator if no permissions module is present is true. 284 // IsAdministrator if no permissions module is present is true.
285 SceneHelpers.SetupSceneModules(sceneB, config, new object[] { new PermissionsModule(), etmB }); 285 SceneHelpers.SetupSceneModules(sceneB, config, new object[] { new DefaultPermissionsModule(), etmB });
286 286
287 // Shared scene modules 287 // Shared scene modules
288 SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); 288 SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
@@ -447,7 +447,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
447 // We need to set up the permisions module on scene B so that our later use of agent limit to deny 447 // We need to set up the permisions module on scene B so that our later use of agent limit to deny
448 // QueryAccess won't succeed anyway because administrators are always allowed in and the default 448 // QueryAccess won't succeed anyway because administrators are always allowed in and the default
449 // IsAdministrator if no permissions module is present is true. 449 // IsAdministrator if no permissions module is present is true.
450 SceneHelpers.SetupSceneModules(sceneB, config, new object[] { new PermissionsModule(), etmB }); 450 SceneHelpers.SetupSceneModules(sceneB, config, new object[] { new DefaultPermissionsModule(), etmB });
451 451
452 // Shared scene modules 452 // Shared scene modules
453 SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); 453 SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
@@ -660,4 +660,4 @@ namespace OpenSim.Region.Framework.Scenes.Tests
660// TestHelpers.DisableLogging(); 660// TestHelpers.DisableLogging();
661 } 661 }
662 } 662 }
663} \ No newline at end of file 663}
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 860172c..7bbf1bd 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,202 +27,307 @@
27 27
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Collections.Generic;
30using log4net; 31using log4net;
31using OpenMetaverse; 32using OpenMetaverse;
33using OpenSim.Framework;
32using OpenSim.Region.Framework.Interfaces; 34using OpenSim.Region.Framework.Interfaces;
33 35
34namespace OpenSim.Region.Framework.Scenes 36namespace OpenSim.Region.Framework.Scenes
35{ 37{
36 public class UndoState 38 public class UndoState
37 { 39 {
38// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 40 const int UNDOEXPIRESECONDS = 300; // undo expire time (nice to have it came from a ini later)
39
40 public Vector3 Position = Vector3.Zero;
41 public Vector3 Scale = Vector3.Zero;
42 public Quaternion Rotation = Quaternion.Identity;
43
44 /// <summary>
45 /// Is this undo state for an entire group?
46 /// </summary>
47 public bool ForGroup;
48 41
42 public ObjectChangeData data;
43 public DateTime creationtime;
49 /// <summary> 44 /// <summary>
50 /// Constructor. 45 /// Constructor.
51 /// </summary> 46 /// </summary>
52 /// <param name="part"></param> 47 /// <param name="part"></param>
53 /// <param name="forGroup">True if the undo is for an entire group</param> 48 /// <param name="change">bit field with what is changed</param>
54 public UndoState(SceneObjectPart part, bool forGroup) 49 ///
50 public UndoState(SceneObjectPart part, ObjectChangeType change)
55 { 51 {
56 if (part.ParentID == 0) 52 data = new ObjectChangeData();
57 { 53 data.change = change;
58 ForGroup = forGroup; 54 creationtime = DateTime.UtcNow;
59
60// if (ForGroup)
61 Position = part.ParentGroup.AbsolutePosition;
62// else
63// Position = part.OffsetPosition;
64
65// m_log.DebugFormat(
66// "[UNDO STATE]: Storing undo position {0} for root part", Position);
67 55
68 Rotation = part.RotationOffset; 56 if (part.ParentGroup.RootPart == part)
69 57 {
70// m_log.DebugFormat( 58 if ((change & ObjectChangeType.Position) != 0)
71// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); 59 data.position = part.ParentGroup.AbsolutePosition;
72 60 if ((change & ObjectChangeType.Rotation) != 0)
73 Scale = part.Shape.Scale; 61 data.rotation = part.RotationOffset;
74 62 if ((change & ObjectChangeType.Scale) != 0)
75// m_log.DebugFormat( 63 data.scale = part.Shape.Scale;
76// "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
77 } 64 }
78 else 65 else
79 { 66 {
80 Position = part.OffsetPosition; 67 if ((change & ObjectChangeType.Position) != 0)
81// m_log.DebugFormat( 68 data.position = part.OffsetPosition;
82// "[UNDO STATE]: Storing undo position {0} for child part", Position); 69 if ((change & ObjectChangeType.Rotation) != 0)
70 data.rotation = part.RotationOffset;
71 if ((change & ObjectChangeType.Scale) != 0)
72 data.scale = part.Shape.Scale;
73 }
74 }
75 /// <summary>
76 /// check if undo or redo is too old
77 /// </summary>
83 78
84 Rotation = part.RotationOffset; 79 public bool checkExpire()
85// m_log.DebugFormat( 80 {
86// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); 81 TimeSpan t = DateTime.UtcNow - creationtime;
82 if (t.Seconds > UNDOEXPIRESECONDS)
83 return true;
84 return false;
85 }
87 86
88 Scale = part.Shape.Scale; 87 /// <summary>
89// m_log.DebugFormat( 88 /// updates undo or redo creation time to now
90// "[UNDO STATE]: Storing undo scale {0} for child part", Scale); 89 /// </summary>
91 } 90 public void updateExpire()
91 {
92 creationtime = DateTime.UtcNow;
92 } 93 }
93 94
94 /// <summary> 95 /// <summary>
95 /// Compare the relevant state in the given part to this state. 96 /// Compare the relevant state in the given part to this state.
96 /// </summary> 97 /// </summary>
97 /// <param name="part"></param> 98 /// <param name="part"></param>
98 /// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns> 99 /// <returns>true what fiels and related data are equal, False otherwise.</returns>
99 public bool Compare(SceneObjectPart part) 100 ///
101 public bool Compare(SceneObjectPart part, ObjectChangeType change)
100 { 102 {
103 if (data.change != change) // if diferent targets, then they are diferent
104 return false;
105
101 if (part != null) 106 if (part != null)
102 { 107 {
103 if (part.ParentID == 0) 108 if (part.ParentID == 0)
104 return 109 {
105 Position == part.ParentGroup.AbsolutePosition 110 if ((change & ObjectChangeType.Position) != 0 && data.position != part.ParentGroup.AbsolutePosition)
106 && Rotation == part.RotationOffset 111 return false;
107 && Scale == part.Shape.Scale; 112 }
108 else 113 else
109 return 114 {
110 Position == part.OffsetPosition 115 if ((change & ObjectChangeType.Position) != 0 && data.position != part.OffsetPosition)
111 && Rotation == part.RotationOffset 116 return false;
112 && Scale == part.Shape.Scale; 117 }
113 } 118
119 if ((change & ObjectChangeType.Rotation) != 0 && data.rotation != part.RotationOffset)
120 return false;
121 if ((change & ObjectChangeType.Rotation) != 0 && data.scale == part.Shape.Scale)
122 return false;
123 return true;
114 124
125 }
115 return false; 126 return false;
116 } 127 }
117 128
118 public void PlaybackState(SceneObjectPart part) 129 /// <summary>
130 /// executes the undo or redo to a part or its group
131 /// </summary>
132 /// <param name="part"></param>
133 ///
134
135 public void PlayState(SceneObjectPart part)
119 { 136 {
120 part.Undoing = true; 137 part.Undoing = true;
121 138
122 if (part.ParentID == 0) 139 SceneObjectGroup grp = part.ParentGroup;
123 {
124// m_log.DebugFormat(
125// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
126// Position, part.Name, part.LocalId);
127 140
128 if (Position != Vector3.Zero) 141 if (grp != null)
129 { 142 {
130 if (ForGroup) 143 grp.doChangeObject(part, data);
131 part.ParentGroup.AbsolutePosition = Position; 144 }
132 else 145 part.Undoing = false;
133 part.ParentGroup.UpdateRootPosition(Position); 146 }
134 } 147 }
135 148
136// m_log.DebugFormat( 149 public class UndoRedoState
137// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", 150 {
138// part.RotationOffset, Rotation, part.Name, part.LocalId); 151 int size;
152 public LinkedList<UndoState> m_redo = new LinkedList<UndoState>();
153 public LinkedList<UndoState> m_undo = new LinkedList<UndoState>();
139 154
140 if (ForGroup) 155 /// <summary>
141 part.UpdateRotation(Rotation); 156 /// creates a new UndoRedoState with default states memory size
142 else 157 /// </summary>
143 part.ParentGroup.UpdateRootRotation(Rotation);
144 158
145 if (Scale != Vector3.Zero) 159 public UndoRedoState()
146 { 160 {
147// m_log.DebugFormat( 161 size = 5;
148// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", 162 }
149// part.Shape.Scale, Scale, part.Name, part.LocalId);
150 163
151 if (ForGroup) 164 /// <summary>
152 part.ParentGroup.GroupResize(Scale); 165 /// creates a new UndoRedoState with states memory having indicated size
153 else 166 /// </summary>
154 part.Resize(Scale); 167 /// <param name="size"></param>
155 }
156 168
157 part.ParentGroup.ScheduleGroupForTerseUpdate(); 169 public UndoRedoState(int _size)
158 } 170 {
171 if (_size < 3)
172 size = 3;
159 else 173 else
160 { 174 size = _size;
161 // Note: Updating these properties on sop automatically schedules an update if needed 175 }
162 if (Position != Vector3.Zero)
163 {
164// m_log.DebugFormat(
165// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
166// part.OffsetPosition, Position, part.Name, part.LocalId);
167 176
168 part.OffsetPosition = Position; 177 /// <summary>
169 } 178 /// returns number of undo entries in memory
179 /// </summary>
170 180
171// m_log.DebugFormat( 181 public int Count
172// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", 182 {
173// part.RotationOffset, Rotation, part.Name, part.LocalId); 183 get { return m_undo.Count; }
184 }
174 185
175 part.UpdateRotation(Rotation); 186 /// <summary>
187 /// clears all undo and redo entries
188 /// </summary>
176 189
177 if (Scale != Vector3.Zero) 190 public void Clear()
191 {
192 m_undo.Clear();
193 m_redo.Clear();
194 }
195
196 /// <summary>
197 /// adds a new state undo to part or its group, with changes indicated by what bits
198 /// </summary>
199 /// <param name="part"></param>
200 /// <param name="change">bit field with what is changed</param>
201
202 public void StoreUndo(SceneObjectPart part, ObjectChangeType change)
203 {
204 lock (m_undo)
205 {
206 UndoState last;
207
208 if (m_redo.Count > 0) // last code seems to clear redo on every new undo
178 { 209 {
179// m_log.DebugFormat( 210 m_redo.Clear();
180// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", 211 }
181// part.Shape.Scale, Scale, part.Name, part.LocalId);
182 212
183 part.Resize(Scale); 213 if (m_undo.Count > 0)
214 {
215 // check expired entry
216 last = m_undo.First.Value;
217 if (last != null && last.checkExpire())
218 m_undo.Clear();
219 else
220 {
221 // see if we actually have a change
222 if (last != null)
223 {
224 if (last.Compare(part, change))
225 return;
226 }
227 }
184 } 228 }
185 }
186 229
187 part.Undoing = false; 230 // limite size
231 while (m_undo.Count >= size)
232 m_undo.RemoveLast();
233
234 UndoState nUndo = new UndoState(part, change);
235 m_undo.AddFirst(nUndo);
236 }
188 } 237 }
189 238
190 public void PlayfwdState(SceneObjectPart part) 239 /// <summary>
191 { 240 /// executes last state undo to part or its group
192 part.Undoing = true; 241 /// current state is pushed into redo
242 /// </summary>
243 /// <param name="part"></param>
193 244
194 if (part.ParentID == 0) 245 public void Undo(SceneObjectPart part)
246 {
247 lock (m_undo)
195 { 248 {
196 if (Position != Vector3.Zero) 249 UndoState nUndo;
197 part.ParentGroup.AbsolutePosition = Position;
198
199 if (Rotation != Quaternion.Identity)
200 part.UpdateRotation(Rotation);
201 250
202 if (Scale != Vector3.Zero) 251 // expire redo
252 if (m_redo.Count > 0)
203 { 253 {
204 if (ForGroup) 254 nUndo = m_redo.First.Value;
205 part.ParentGroup.GroupResize(Scale); 255 if (nUndo != null && nUndo.checkExpire())
206 else 256 m_redo.Clear();
207 part.Resize(Scale);
208 } 257 }
209 258
210 part.ParentGroup.ScheduleGroupForTerseUpdate(); 259 if (m_undo.Count > 0)
260 {
261 UndoState goback = m_undo.First.Value;
262 // check expired
263 if (goback != null && goback.checkExpire())
264 {
265 m_undo.Clear();
266 return;
267 }
268
269 if (goback != null)
270 {
271 m_undo.RemoveFirst();
272
273 // redo limite size
274 while (m_redo.Count >= size)
275 m_redo.RemoveLast();
276
277 nUndo = new UndoState(part, goback.data.change); // new value in part should it be full goback copy?
278 m_redo.AddFirst(nUndo);
279
280 goback.PlayState(part);
281 }
282 }
211 } 283 }
212 else 284 }
285
286 /// <summary>
287 /// executes last state redo to part or its group
288 /// current state is pushed into undo
289 /// </summary>
290 /// <param name="part"></param>
291
292 public void Redo(SceneObjectPart part)
293 {
294 lock (m_undo)
213 { 295 {
214 // Note: Updating these properties on sop automatically schedules an update if needed 296 UndoState nUndo;
215 if (Position != Vector3.Zero)
216 part.OffsetPosition = Position;
217 297
218 if (Rotation != Quaternion.Identity) 298 // expire undo
219 part.UpdateRotation(Rotation); 299 if (m_undo.Count > 0)
300 {
301 nUndo = m_undo.First.Value;
302 if (nUndo != null && nUndo.checkExpire())
303 m_undo.Clear();
304 }
220 305
221 if (Scale != Vector3.Zero) 306 if (m_redo.Count > 0)
222 part.Resize(Scale); 307 {
308 UndoState gofwd = m_redo.First.Value;
309 // check expired
310 if (gofwd != null && gofwd.checkExpire())
311 {
312 m_redo.Clear();
313 return;
314 }
315
316 if (gofwd != null)
317 {
318 m_redo.RemoveFirst();
319
320 // limite undo size
321 while (m_undo.Count >= size)
322 m_undo.RemoveLast();
323
324 nUndo = new UndoState(part, gofwd.data.change); // new value in part should it be full gofwd copy?
325 m_undo.AddFirst(nUndo);
326
327 gofwd.PlayState(part);
328 }
329 }
223 } 330 }
224
225 part.Undoing = false;
226 } 331 }
227 } 332 }
228 333
@@ -247,4 +352,4 @@ namespace OpenSim.Region.Framework.Scenes
247 m_terrainModule.UndoTerrain(m_terrainChannel); 352 m_terrainModule.UndoTerrain(m_terrainChannel);
248 } 353 }
249 } 354 }
250} \ No newline at end of file 355}
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index 502c748..84e410f 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -85,10 +85,6 @@ namespace OpenSim.Region.Framework.Scenes
85 /// <param name="assetUuids">The assets gathered</param> 85 /// <param name="assetUuids">The assets gathered</param>
86 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 86 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
87 { 87 {
88 // avoid infinite loops
89 if (assetUuids.ContainsKey(assetUuid))
90 return;
91
92 try 88 try
93 { 89 {
94 assetUuids[assetUuid] = assetType; 90 assetUuids[assetUuid] = assetType;