diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
7 files changed, 463 insertions, 280 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs index b37249d..ba11800 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs | |||
@@ -156,10 +156,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
156 | Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); | 156 | Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); |
157 | 157 | ||
158 | // Check control flags | 158 | // Check control flags |
159 | bool heldForward = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS; | 159 | bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS); |
160 | bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; | 160 | bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG); |
161 | bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; | 161 | bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS); |
162 | bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG; | 162 | bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG); |
163 | //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; | 163 | //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; |
164 | //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; | 164 | //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; |
165 | bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; | 165 | bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; |
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 66fb918..83208e9 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | |||
@@ -840,8 +840,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
840 | public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) | 840 | public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) |
841 | { | 841 | { |
842 | SceneObjectPart part = GetSceneObjectPart(localID); | 842 | SceneObjectPart part = GetSceneObjectPart(localID); |
843 | SceneObjectGroup group = part.ParentGroup; | 843 | SceneObjectGroup group = null; |
844 | if (group != null) | 844 | if (part != null) |
845 | { | ||
846 | group = part.ParentGroup; | ||
847 | } | ||
848 | if (part != null && group != null) | ||
845 | { | 849 | { |
846 | TaskInventoryItem item = group.GetInventoryItem(localID, itemID); | 850 | TaskInventoryItem item = group.GetInventoryItem(localID, itemID); |
847 | if (item == null) | 851 | if (item == null) |
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index eb8567f..5b13b73 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -873,6 +873,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
873 | /// <param name="seconds">float indicating duration before restart.</param> | 873 | /// <param name="seconds">float indicating duration before restart.</param> |
874 | public virtual void Restart(float seconds) | 874 | public virtual void Restart(float seconds) |
875 | { | 875 | { |
876 | Restart(seconds, true); | ||
877 | } | ||
878 | |||
879 | /// <summary> | ||
880 | /// Given float seconds, this will restart the region. showDialog will optionally alert the users. | ||
881 | /// </summary> | ||
882 | /// <param name="seconds">float indicating duration before restart.</param> | ||
883 | public virtual void Restart(float seconds, bool showDialog) | ||
884 | { | ||
876 | // notifications are done in 15 second increments | 885 | // notifications are done in 15 second increments |
877 | // so .. if the number of seconds is less then 15 seconds, it's not really a restart request | 886 | // so .. if the number of seconds is less then 15 seconds, it's not really a restart request |
878 | // It's a 'Cancel restart' request. | 887 | // It's a 'Cancel restart' request. |
@@ -893,8 +902,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
893 | m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed); | 902 | m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed); |
894 | m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes"); | 903 | m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes"); |
895 | m_restartTimer.Start(); | 904 | m_restartTimer.Start(); |
896 | m_dialogModule.SendNotificationToUsersInRegion( | 905 | if (showDialog) |
897 | UUID.Random(), String.Empty, RegionInfo.RegionName + ": Restarting in 2 Minutes"); | 906 | { |
907 | m_dialogModule.SendNotificationToUsersInRegion( | ||
908 | UUID.Random(), String.Empty, RegionInfo.RegionName + ": Restarting in " + (seconds / 60).ToString() + " Minutes"); | ||
909 | } | ||
898 | } | 910 | } |
899 | } | 911 | } |
900 | 912 | ||
@@ -1164,16 +1176,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
1164 | // Check if any objects have reached their targets | 1176 | // Check if any objects have reached their targets |
1165 | CheckAtTargets(); | 1177 | CheckAtTargets(); |
1166 | 1178 | ||
1167 | // Update SceneObjectGroups that have scheduled themselves for updates | ||
1168 | // Objects queue their updates onto all scene presences | ||
1169 | if (m_frame % m_update_objects == 0) | ||
1170 | m_sceneGraph.UpdateObjectGroups(); | ||
1171 | |||
1172 | // Run through all ScenePresences looking for updates | 1179 | // Run through all ScenePresences looking for updates |
1173 | // Presence updates and queued object updates for each presence are sent to clients | 1180 | // Presence updates and queued object updates for each presence are sent to clients |
1174 | if (m_frame % m_update_presences == 0) | 1181 | if (m_frame % m_update_presences == 0) |
1175 | m_sceneGraph.UpdatePresences(); | 1182 | m_sceneGraph.UpdatePresences(); |
1176 | 1183 | ||
1184 | // Update SceneObjectGroups that have scheduled themselves for updates | ||
1185 | // Objects queue their updates onto all scene presences | ||
1186 | if (m_frame % m_update_objects == 0) | ||
1187 | m_sceneGraph.UpdateObjectGroups(); | ||
1188 | |||
1177 | int TempPhysicsMS2 = Environment.TickCount; | 1189 | int TempPhysicsMS2 = Environment.TickCount; |
1178 | if ((m_frame % m_update_physics == 0) && m_physics_enabled) | 1190 | if ((m_frame % m_update_physics == 0) && m_physics_enabled) |
1179 | m_sceneGraph.UpdatePreparePhysics(); | 1191 | m_sceneGraph.UpdatePreparePhysics(); |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 6ec2a01..f36ff1d 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -1734,6 +1734,45 @@ namespace OpenSim.Region.Framework.Scenes | |||
1734 | } | 1734 | } |
1735 | } | 1735 | } |
1736 | 1736 | ||
1737 | public void rotLookAt(Quaternion target, float strength, float damping) | ||
1738 | { | ||
1739 | SceneObjectPart rootpart = m_rootPart; | ||
1740 | if (rootpart != null) | ||
1741 | { | ||
1742 | if (IsAttachment) | ||
1743 | { | ||
1744 | /* | ||
1745 | ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); | ||
1746 | if (avatar != null) | ||
1747 | { | ||
1748 | Rotate the Av? | ||
1749 | } */ | ||
1750 | } | ||
1751 | else | ||
1752 | { | ||
1753 | if (rootpart.PhysActor != null) | ||
1754 | { | ||
1755 | rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W); | ||
1756 | rootpart.PhysActor.APIDStrength = strength; | ||
1757 | rootpart.PhysActor.APIDDamping = damping; | ||
1758 | rootpart.PhysActor.APIDActive = true; | ||
1759 | } | ||
1760 | } | ||
1761 | } | ||
1762 | } | ||
1763 | public void stopLookAt() | ||
1764 | { | ||
1765 | SceneObjectPart rootpart = m_rootPart; | ||
1766 | if (rootpart != null) | ||
1767 | { | ||
1768 | if (rootpart.PhysActor != null) | ||
1769 | { | ||
1770 | rootpart.PhysActor.APIDActive = false; | ||
1771 | } | ||
1772 | } | ||
1773 | |||
1774 | } | ||
1775 | |||
1737 | /// <summary> | 1776 | /// <summary> |
1738 | /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. | 1777 | /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. |
1739 | /// </summary> | 1778 | /// </summary> |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index b6916f2..19e3023 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -389,12 +389,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
389 | } | 389 | } |
390 | 390 | ||
391 | /// <value> | 391 | /// <value> |
392 | /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes | 392 | /// Get the inventory list |
393 | /// </value> | 393 | /// </value> |
394 | public TaskInventoryDictionary TaskInventory | 394 | public TaskInventoryDictionary TaskInventory |
395 | { | 395 | { |
396 | get { return m_inventory.Items; } | 396 | get { |
397 | set { m_inventory.Items = value; } | 397 | return m_inventory.Items; |
398 | } | ||
399 | set { | ||
400 | m_inventory.Items = value; | ||
401 | } | ||
398 | } | 402 | } |
399 | 403 | ||
400 | public uint ObjectFlags | 404 | public uint ObjectFlags |
@@ -1064,14 +1068,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1064 | } | 1068 | } |
1065 | } | 1069 | } |
1066 | 1070 | ||
1067 | /// <summary> | ||
1068 | /// Clear all pending updates of parts to clients | ||
1069 | /// </summary> | ||
1070 | private void ClearUpdateSchedule() | ||
1071 | { | ||
1072 | m_updateFlag = 0; | ||
1073 | } | ||
1074 | |||
1075 | private void SendObjectPropertiesToClient(UUID AgentID) | 1071 | private void SendObjectPropertiesToClient(UUID AgentID) |
1076 | { | 1072 | { |
1077 | ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences(); | 1073 | ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences(); |
@@ -2109,17 +2105,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
2109 | //Trys to fetch sound id from prim's inventory. | 2105 | //Trys to fetch sound id from prim's inventory. |
2110 | //Prim's inventory doesn't support non script items yet | 2106 | //Prim's inventory doesn't support non script items yet |
2111 | 2107 | ||
2112 | lock (TaskInventory) | 2108 | TaskInventory.LockItemsForRead(true); |
2109 | |||
2110 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | ||
2113 | { | 2111 | { |
2114 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | 2112 | if (item.Value.Name == sound) |
2115 | { | 2113 | { |
2116 | if (item.Value.Name == sound) | 2114 | soundID = item.Value.ItemID; |
2117 | { | 2115 | break; |
2118 | soundID = item.Value.ItemID; | ||
2119 | break; | ||
2120 | } | ||
2121 | } | 2116 | } |
2122 | } | 2117 | } |
2118 | |||
2119 | TaskInventory.LockItemsForRead(false); | ||
2123 | } | 2120 | } |
2124 | 2121 | ||
2125 | List<ScenePresence> avatarts = m_parentGroup.Scene.GetAvatars(); | 2122 | List<ScenePresence> avatarts = m_parentGroup.Scene.GetAvatars(); |
@@ -2185,6 +2182,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
2185 | ParentGroup.HasGroupChanged = true; | 2182 | ParentGroup.HasGroupChanged = true; |
2186 | ScheduleFullUpdate(); | 2183 | ScheduleFullUpdate(); |
2187 | } | 2184 | } |
2185 | |||
2186 | public void RotLookAt(Quaternion target, float strength, float damping) | ||
2187 | { | ||
2188 | m_parentGroup.rotLookAt(target, strength, damping); | ||
2189 | } | ||
2188 | 2190 | ||
2189 | /// <summary> | 2191 | /// <summary> |
2190 | /// Schedules this prim for a full update | 2192 | /// Schedules this prim for a full update |
@@ -2389,8 +2391,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2389 | { | 2391 | { |
2390 | const float ROTATION_TOLERANCE = 0.01f; | 2392 | const float ROTATION_TOLERANCE = 0.01f; |
2391 | const float VELOCITY_TOLERANCE = 0.001f; | 2393 | const float VELOCITY_TOLERANCE = 0.001f; |
2392 | const float POSITION_TOLERANCE = 0.05f; | 2394 | const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary |
2393 | const int TIME_MS_TOLERANCE = 3000; | 2395 | const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds. |
2394 | 2396 | ||
2395 | if (m_updateFlag == 1) | 2397 | if (m_updateFlag == 1) |
2396 | { | 2398 | { |
@@ -2404,7 +2406,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2404 | Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) | 2406 | Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) |
2405 | { | 2407 | { |
2406 | AddTerseUpdateToAllAvatars(); | 2408 | AddTerseUpdateToAllAvatars(); |
2407 | ClearUpdateSchedule(); | 2409 | |
2408 | 2410 | ||
2409 | // This causes the Scene to 'poll' physical objects every couple of frames | 2411 | // This causes the Scene to 'poll' physical objects every couple of frames |
2410 | // bad, so it's been replaced by an event driven method. | 2412 | // bad, so it's been replaced by an event driven method. |
@@ -2422,16 +2424,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
2422 | m_lastAngularVelocity = AngularVelocity; | 2424 | m_lastAngularVelocity = AngularVelocity; |
2423 | m_lastTerseSent = Environment.TickCount; | 2425 | m_lastTerseSent = Environment.TickCount; |
2424 | } | 2426 | } |
2427 | //Moved this outside of the if clause so updates don't get blocked.. *sigh* | ||
2428 | m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams* | ||
2425 | } | 2429 | } |
2426 | else | 2430 | else |
2427 | { | 2431 | { |
2428 | if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes | 2432 | if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes |
2429 | { | 2433 | { |
2430 | AddFullUpdateToAllAvatars(); | 2434 | AddFullUpdateToAllAvatars(); |
2431 | ClearUpdateSchedule(); | 2435 | m_updateFlag = 0; //Same here |
2432 | } | 2436 | } |
2433 | } | 2437 | } |
2434 | ClearUpdateSchedule(); | 2438 | m_updateFlag = 0; |
2435 | } | 2439 | } |
2436 | 2440 | ||
2437 | /// <summary> | 2441 | /// <summary> |
@@ -2458,17 +2462,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
2458 | if (!UUID.TryParse(sound, out soundID)) | 2462 | if (!UUID.TryParse(sound, out soundID)) |
2459 | { | 2463 | { |
2460 | // search sound file from inventory | 2464 | // search sound file from inventory |
2461 | lock (TaskInventory) | 2465 | TaskInventory.LockItemsForRead(true); |
2466 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | ||
2462 | { | 2467 | { |
2463 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | 2468 | if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) |
2464 | { | 2469 | { |
2465 | if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) | 2470 | soundID = item.Value.ItemID; |
2466 | { | 2471 | break; |
2467 | soundID = item.Value.ItemID; | ||
2468 | break; | ||
2469 | } | ||
2470 | } | 2472 | } |
2471 | } | 2473 | } |
2474 | TaskInventory.LockItemsForRead(false); | ||
2472 | } | 2475 | } |
2473 | 2476 | ||
2474 | if (soundID == UUID.Zero) | 2477 | if (soundID == UUID.Zero) |
@@ -2684,6 +2687,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
2684 | SetText(text); | 2687 | SetText(text); |
2685 | } | 2688 | } |
2686 | 2689 | ||
2690 | public void StopLookAt() | ||
2691 | { | ||
2692 | m_parentGroup.stopLookAt(); | ||
2693 | |||
2694 | m_parentGroup.ScheduleGroupForTerseUpdate(); | ||
2695 | } | ||
2696 | |||
2687 | public void StopMoveToTarget() | 2697 | public void StopMoveToTarget() |
2688 | { | 2698 | { |
2689 | m_parentGroup.stopMoveToTarget(); | 2699 | m_parentGroup.stopMoveToTarget(); |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs index 7a0d7b7..eca8588 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs | |||
@@ -80,7 +80,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
80 | /// </value> | 80 | /// </value> |
81 | protected internal TaskInventoryDictionary Items | 81 | protected internal TaskInventoryDictionary Items |
82 | { | 82 | { |
83 | get { return m_items; } | 83 | get { |
84 | return m_items; | ||
85 | } | ||
84 | set | 86 | set |
85 | { | 87 | { |
86 | m_items = value; | 88 | m_items = value; |
@@ -116,22 +118,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
116 | /// <param name="linkNum">Link number for the part</param> | 118 | /// <param name="linkNum">Link number for the part</param> |
117 | public void ResetInventoryIDs() | 119 | public void ResetInventoryIDs() |
118 | { | 120 | { |
119 | lock (Items) | 121 | m_items.LockItemsForWrite(true); |
122 | |||
123 | if (0 == Items.Count) | ||
120 | { | 124 | { |
121 | if (0 == Items.Count) | 125 | m_items.LockItemsForWrite(false); |
122 | return; | 126 | return; |
127 | } | ||
123 | 128 | ||
124 | HasInventoryChanged = true; | 129 | HasInventoryChanged = true; |
125 | m_part.ParentGroup.HasGroupChanged = true; | 130 | m_part.ParentGroup.HasGroupChanged = true; |
126 | IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); | 131 | IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); |
127 | Items.Clear(); | 132 | Items.Clear(); |
128 | 133 | ||
129 | foreach (TaskInventoryItem item in items) | 134 | foreach (TaskInventoryItem item in items) |
130 | { | 135 | { |
131 | item.ResetIDs(m_part.UUID); | 136 | item.ResetIDs(m_part.UUID); |
132 | Items.Add(item.ItemID, item); | 137 | Items.Add(item.ItemID, item); |
133 | } | ||
134 | } | 138 | } |
139 | m_items.LockItemsForWrite(false); | ||
135 | } | 140 | } |
136 | 141 | ||
137 | /// <summary> | 142 | /// <summary> |
@@ -140,25 +145,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
140 | /// <param name="ownerId"></param> | 145 | /// <param name="ownerId"></param> |
141 | public void ChangeInventoryOwner(UUID ownerId) | 146 | public void ChangeInventoryOwner(UUID ownerId) |
142 | { | 147 | { |
143 | lock (Items) | 148 | m_items.LockItemsForWrite(true); |
149 | if (0 == Items.Count) | ||
144 | { | 150 | { |
145 | if (0 == Items.Count) | 151 | m_items.LockItemsForWrite(false); |
146 | { | 152 | return; |
147 | return; | 153 | } |
148 | } | ||
149 | 154 | ||
150 | HasInventoryChanged = true; | 155 | HasInventoryChanged = true; |
151 | m_part.ParentGroup.HasGroupChanged = true; | 156 | m_part.ParentGroup.HasGroupChanged = true; |
152 | IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); | 157 | IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); |
153 | foreach (TaskInventoryItem item in items) | 158 | foreach (TaskInventoryItem item in items) |
159 | { | ||
160 | if (ownerId != item.OwnerID) | ||
154 | { | 161 | { |
155 | if (ownerId != item.OwnerID) | 162 | item.LastOwnerID = item.OwnerID; |
156 | { | 163 | item.OwnerID = ownerId; |
157 | item.LastOwnerID = item.OwnerID; | ||
158 | item.OwnerID = ownerId; | ||
159 | } | ||
160 | } | 164 | } |
161 | } | 165 | } |
166 | m_items.LockItemsForWrite(false); | ||
162 | } | 167 | } |
163 | 168 | ||
164 | /// <summary> | 169 | /// <summary> |
@@ -167,24 +172,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
167 | /// <param name="groupID"></param> | 172 | /// <param name="groupID"></param> |
168 | public void ChangeInventoryGroup(UUID groupID) | 173 | public void ChangeInventoryGroup(UUID groupID) |
169 | { | 174 | { |
170 | lock (Items) | 175 | m_items.LockItemsForWrite(true); |
176 | if (0 == Items.Count) | ||
171 | { | 177 | { |
172 | if (0 == Items.Count) | 178 | m_items.LockItemsForWrite(false); |
173 | { | 179 | return; |
174 | return; | 180 | } |
175 | } | ||
176 | 181 | ||
177 | HasInventoryChanged = true; | 182 | HasInventoryChanged = true; |
178 | m_part.ParentGroup.HasGroupChanged = true; | 183 | m_part.ParentGroup.HasGroupChanged = true; |
179 | IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); | 184 | IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); |
180 | foreach (TaskInventoryItem item in items) | 185 | foreach (TaskInventoryItem item in items) |
186 | { | ||
187 | if (groupID != item.GroupID) | ||
181 | { | 188 | { |
182 | if (groupID != item.GroupID) | 189 | item.GroupID = groupID; |
183 | { | ||
184 | item.GroupID = groupID; | ||
185 | } | ||
186 | } | 190 | } |
187 | } | 191 | } |
192 | m_items.LockItemsForWrite(false); | ||
188 | } | 193 | } |
189 | 194 | ||
190 | /// <summary> | 195 | /// <summary> |
@@ -192,14 +197,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
192 | /// </summary> | 197 | /// </summary> |
193 | public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) | 198 | public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) |
194 | { | 199 | { |
195 | lock (m_items) | 200 | Items.LockItemsForRead(true); |
201 | IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); | ||
202 | Items.LockItemsForRead(false); | ||
203 | foreach (TaskInventoryItem item in items) | ||
196 | { | 204 | { |
197 | foreach (TaskInventoryItem item in Items.Values) | 205 | if ((int)InventoryType.LSL == item.InvType) |
198 | { | 206 | { |
199 | if ((int)InventoryType.LSL == item.InvType) | 207 | CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); |
200 | { | ||
201 | CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); | ||
202 | } | ||
203 | } | 208 | } |
204 | } | 209 | } |
205 | } | 210 | } |
@@ -209,17 +214,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
209 | /// </summary> | 214 | /// </summary> |
210 | public void RemoveScriptInstances() | 215 | public void RemoveScriptInstances() |
211 | { | 216 | { |
212 | lock (Items) | 217 | Items.LockItemsForRead(true); |
218 | IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); | ||
219 | Items.LockItemsForRead(false); | ||
220 | |||
221 | foreach (TaskInventoryItem item in items) | ||
213 | { | 222 | { |
214 | foreach (TaskInventoryItem item in Items.Values) | 223 | if ((int)InventoryType.LSL == item.InvType) |
215 | { | 224 | { |
216 | if ((int)InventoryType.LSL == item.InvType) | 225 | RemoveScriptInstance(item.ItemID); |
217 | { | 226 | m_part.RemoveScriptEvents(item.ItemID); |
218 | RemoveScriptInstance(item.ItemID); | ||
219 | m_part.RemoveScriptEvents(item.ItemID); | ||
220 | } | ||
221 | } | 227 | } |
222 | } | 228 | } |
229 | |||
230 | |||
223 | } | 231 | } |
224 | 232 | ||
225 | /// <summary> | 233 | /// <summary> |
@@ -244,8 +252,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
244 | if (stateSource == 1 && // Prim crossing | 252 | if (stateSource == 1 && // Prim crossing |
245 | m_part.ParentGroup.Scene.m_trustBinaries) | 253 | m_part.ParentGroup.Scene.m_trustBinaries) |
246 | { | 254 | { |
255 | m_items.LockItemsForWrite(true); | ||
247 | m_items[item.ItemID].PermsMask = 0; | 256 | m_items[item.ItemID].PermsMask = 0; |
248 | m_items[item.ItemID].PermsGranter = UUID.Zero; | 257 | m_items[item.ItemID].PermsGranter = UUID.Zero; |
258 | m_items.LockItemsForWrite(false); | ||
249 | m_part.ParentGroup.Scene.EventManager.TriggerRezScript( | 259 | m_part.ParentGroup.Scene.EventManager.TriggerRezScript( |
250 | m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); | 260 | m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); |
251 | m_part.ParentGroup.AddActiveScriptCount(1); | 261 | m_part.ParentGroup.AddActiveScriptCount(1); |
@@ -266,8 +276,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
266 | { | 276 | { |
267 | if (m_part.ParentGroup.m_savedScriptState != null) | 277 | if (m_part.ParentGroup.m_savedScriptState != null) |
268 | RestoreSavedScriptState(item.OldItemID, item.ItemID); | 278 | RestoreSavedScriptState(item.OldItemID, item.ItemID); |
279 | m_items.LockItemsForWrite(true); | ||
269 | m_items[item.ItemID].PermsMask = 0; | 280 | m_items[item.ItemID].PermsMask = 0; |
270 | m_items[item.ItemID].PermsGranter = UUID.Zero; | 281 | m_items[item.ItemID].PermsGranter = UUID.Zero; |
282 | m_items.LockItemsForWrite(false); | ||
271 | string script = Utils.BytesToString(asset.Data); | 283 | string script = Utils.BytesToString(asset.Data); |
272 | m_part.ParentGroup.Scene.EventManager.TriggerRezScript( | 284 | m_part.ParentGroup.Scene.EventManager.TriggerRezScript( |
273 | m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); | 285 | m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); |
@@ -302,20 +314,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
302 | /// </param> | 314 | /// </param> |
303 | public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) | 315 | public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) |
304 | { | 316 | { |
305 | lock (m_items) | 317 | m_items.LockItemsForRead(true); |
318 | if (m_items.ContainsKey(itemId)) | ||
306 | { | 319 | { |
307 | if (m_items.ContainsKey(itemId)) | 320 | TaskInventoryItem item = m_items[itemId]; |
308 | { | 321 | m_items.LockItemsForRead(false); |
309 | CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource); | 322 | CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); |
310 | } | ||
311 | else | ||
312 | { | ||
313 | m_log.ErrorFormat( | ||
314 | "[PRIM INVENTORY]: " + | ||
315 | "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2}", | ||
316 | itemId, m_part.Name, m_part.UUID); | ||
317 | } | ||
318 | } | 323 | } |
324 | else | ||
325 | { | ||
326 | m_items.LockItemsForRead(false); | ||
327 | m_log.ErrorFormat( | ||
328 | "[PRIM INVENTORY]: " + | ||
329 | "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2}", | ||
330 | itemId, m_part.Name, m_part.UUID); | ||
331 | } | ||
332 | |||
319 | } | 333 | } |
320 | 334 | ||
321 | /// <summary> | 335 | /// <summary> |
@@ -346,11 +360,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
346 | /// <returns></returns> | 360 | /// <returns></returns> |
347 | private bool InventoryContainsName(string name) | 361 | private bool InventoryContainsName(string name) |
348 | { | 362 | { |
349 | foreach (TaskInventoryItem item in Items.Values) | 363 | m_items.LockItemsForRead(true); |
364 | foreach (TaskInventoryItem item in m_items.Values) | ||
350 | { | 365 | { |
351 | if (item.Name == name) | 366 | if (item.Name == name) |
367 | { | ||
368 | m_items.LockItemsForRead(false); | ||
352 | return true; | 369 | return true; |
370 | } | ||
353 | } | 371 | } |
372 | m_items.LockItemsForRead(false); | ||
354 | return false; | 373 | return false; |
355 | } | 374 | } |
356 | 375 | ||
@@ -392,7 +411,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
392 | /// <param name="item"></param> | 411 | /// <param name="item"></param> |
393 | public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) | 412 | public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) |
394 | { | 413 | { |
414 | m_items.LockItemsForRead(true); | ||
395 | List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values); | 415 | List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values); |
416 | m_items.LockItemsForRead(false); | ||
396 | foreach (TaskInventoryItem i in il) | 417 | foreach (TaskInventoryItem i in il) |
397 | { | 418 | { |
398 | if (i.Name == item.Name) | 419 | if (i.Name == item.Name) |
@@ -429,15 +450,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
429 | item.ParentPartID = m_part.UUID; | 450 | item.ParentPartID = m_part.UUID; |
430 | item.Name = name; | 451 | item.Name = name; |
431 | 452 | ||
432 | lock (m_items) | 453 | m_items.LockItemsForWrite(true); |
433 | { | 454 | m_items.Add(item.ItemID, item); |
434 | m_items.Add(item.ItemID, item); | 455 | m_items.LockItemsForWrite(false); |
435 | |||
436 | if (allowedDrop) | 456 | if (allowedDrop) |
437 | m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); | 457 | m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); |
438 | else | 458 | else |
439 | m_part.TriggerScriptChangedEvent(Changed.INVENTORY); | 459 | m_part.TriggerScriptChangedEvent(Changed.INVENTORY); |
440 | } | 460 | |
441 | 461 | ||
442 | m_inventorySerial++; | 462 | m_inventorySerial++; |
443 | //m_inventorySerial += 2; | 463 | //m_inventorySerial += 2; |
@@ -454,14 +474,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
454 | /// <param name="items"></param> | 474 | /// <param name="items"></param> |
455 | public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) | 475 | public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) |
456 | { | 476 | { |
457 | lock (m_items) | 477 | m_items.LockItemsForWrite(true); |
478 | foreach (TaskInventoryItem item in items) | ||
458 | { | 479 | { |
459 | foreach (TaskInventoryItem item in items) | 480 | m_items.Add(item.ItemID, item); |
460 | { | 481 | m_part.TriggerScriptChangedEvent(Changed.INVENTORY); |
461 | m_items.Add(item.ItemID, item); | ||
462 | m_part.TriggerScriptChangedEvent(Changed.INVENTORY); | ||
463 | } | ||
464 | } | 482 | } |
483 | m_items.LockItemsForWrite(false); | ||
465 | 484 | ||
466 | m_inventorySerial++; | 485 | m_inventorySerial++; |
467 | } | 486 | } |
@@ -474,8 +493,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
474 | public TaskInventoryItem GetInventoryItem(UUID itemId) | 493 | public TaskInventoryItem GetInventoryItem(UUID itemId) |
475 | { | 494 | { |
476 | TaskInventoryItem item; | 495 | TaskInventoryItem item; |
496 | m_items.LockItemsForRead(true); | ||
477 | m_items.TryGetValue(itemId, out item); | 497 | m_items.TryGetValue(itemId, out item); |
478 | 498 | m_items.LockItemsForRead(false); | |
479 | return item; | 499 | return item; |
480 | } | 500 | } |
481 | 501 | ||
@@ -487,45 +507,45 @@ namespace OpenSim.Region.Framework.Scenes | |||
487 | /// <returns>false if the item did not exist, true if the update occurred successfully</returns> | 507 | /// <returns>false if the item did not exist, true if the update occurred successfully</returns> |
488 | public bool UpdateInventoryItem(TaskInventoryItem item) | 508 | public bool UpdateInventoryItem(TaskInventoryItem item) |
489 | { | 509 | { |
490 | lock (m_items) | 510 | m_items.LockItemsForWrite(true); |
511 | |||
512 | if (m_items.ContainsKey(item.ItemID)) | ||
491 | { | 513 | { |
492 | if (m_items.ContainsKey(item.ItemID)) | 514 | item.ParentID = m_part.UUID; |
515 | item.ParentPartID = m_part.UUID; | ||
516 | item.Flags = m_items[item.ItemID].Flags; | ||
517 | if (item.AssetID == UUID.Zero) | ||
493 | { | 518 | { |
494 | item.ParentID = m_part.UUID; | 519 | item.AssetID = m_items[item.ItemID].AssetID; |
495 | item.ParentPartID = m_part.UUID; | 520 | } |
496 | item.Flags = m_items[item.ItemID].Flags; | 521 | else if ((InventoryType)item.Type == InventoryType.Notecard) |
497 | if (item.AssetID == UUID.Zero) | 522 | { |
498 | { | 523 | ScenePresence presence = m_part.ParentGroup.Scene.GetScenePresence(item.OwnerID); |
499 | item.AssetID = m_items[item.ItemID].AssetID; | ||
500 | } | ||
501 | else if ((InventoryType)item.Type == InventoryType.Notecard) | ||
502 | { | ||
503 | ScenePresence presence = m_part.ParentGroup.Scene.GetScenePresence(item.OwnerID); | ||
504 | 524 | ||
505 | if (presence != null) | 525 | if (presence != null) |
506 | { | 526 | { |
507 | presence.ControllingClient.SendAgentAlertMessage( | 527 | presence.ControllingClient.SendAgentAlertMessage( |
508 | "Notecard saved", false); | 528 | "Notecard saved", false); |
509 | } | ||
510 | } | 529 | } |
530 | } | ||
511 | 531 | ||
512 | m_items[item.ItemID] = item; | 532 | m_items[item.ItemID] = item; |
513 | m_inventorySerial++; | 533 | m_inventorySerial++; |
514 | m_part.TriggerScriptChangedEvent(Changed.INVENTORY); | 534 | m_part.TriggerScriptChangedEvent(Changed.INVENTORY); |
515 | |||
516 | HasInventoryChanged = true; | ||
517 | m_part.ParentGroup.HasGroupChanged = true; | ||
518 | 535 | ||
519 | return true; | 536 | HasInventoryChanged = true; |
520 | } | 537 | m_part.ParentGroup.HasGroupChanged = true; |
521 | else | 538 | m_items.LockItemsForWrite(false); |
522 | { | 539 | return true; |
523 | m_log.ErrorFormat( | 540 | } |
524 | "[PRIM INVENTORY]: " + | 541 | else |
525 | "Tried to retrieve item ID {0} from prim {1}, {2} but the item does not exist in this inventory", | 542 | { |
526 | item.ItemID, m_part.Name, m_part.UUID); | 543 | m_log.ErrorFormat( |
527 | } | 544 | "[PRIM INVENTORY]: " + |
545 | "Tried to retrieve item ID {0} from prim {1}, {2} but the item does not exist in this inventory", | ||
546 | item.ItemID, m_part.Name, m_part.UUID); | ||
528 | } | 547 | } |
548 | m_items.LockItemsForWrite(false); | ||
529 | 549 | ||
530 | return false; | 550 | return false; |
531 | } | 551 | } |
@@ -538,51 +558,54 @@ namespace OpenSim.Region.Framework.Scenes | |||
538 | /// in this prim's inventory.</returns> | 558 | /// in this prim's inventory.</returns> |
539 | public int RemoveInventoryItem(UUID itemID) | 559 | public int RemoveInventoryItem(UUID itemID) |
540 | { | 560 | { |
541 | lock (m_items) | 561 | m_items.LockItemsForRead(true); |
562 | |||
563 | if (m_items.ContainsKey(itemID)) | ||
542 | { | 564 | { |
543 | if (m_items.ContainsKey(itemID)) | 565 | int type = m_items[itemID].InvType; |
566 | m_items.LockItemsForRead(false); | ||
567 | if (type == 10) // Script | ||
544 | { | 568 | { |
545 | int type = m_items[itemID].InvType; | 569 | m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); |
546 | if (type == 10) // Script | 570 | } |
547 | { | 571 | m_items.LockItemsForWrite(true); |
548 | m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); | 572 | m_items.Remove(itemID); |
549 | } | 573 | m_items.LockItemsForWrite(false); |
550 | m_items.Remove(itemID); | 574 | m_inventorySerial++; |
551 | m_inventorySerial++; | 575 | m_part.TriggerScriptChangedEvent(Changed.INVENTORY); |
552 | m_part.TriggerScriptChangedEvent(Changed.INVENTORY); | ||
553 | |||
554 | HasInventoryChanged = true; | ||
555 | m_part.ParentGroup.HasGroupChanged = true; | ||
556 | 576 | ||
557 | int scriptcount = 0; | 577 | HasInventoryChanged = true; |
558 | lock (m_items) | 578 | m_part.ParentGroup.HasGroupChanged = true; |
559 | { | ||
560 | foreach (TaskInventoryItem item in m_items.Values) | ||
561 | { | ||
562 | if (item.Type == 10) | ||
563 | { | ||
564 | scriptcount++; | ||
565 | } | ||
566 | } | ||
567 | } | ||
568 | 579 | ||
569 | if (scriptcount <= 0) | 580 | int scriptcount = 0; |
581 | m_items.LockItemsForRead(true); | ||
582 | foreach (TaskInventoryItem item in m_items.Values) | ||
583 | { | ||
584 | if (item.Type == 10) | ||
570 | { | 585 | { |
571 | m_part.RemFlag(PrimFlags.Scripted); | 586 | scriptcount++; |
572 | } | 587 | } |
573 | |||
574 | m_part.ScheduleFullUpdate(); | ||
575 | |||
576 | return type; | ||
577 | } | 588 | } |
578 | else | 589 | m_items.LockItemsForRead(false); |
590 | |||
591 | |||
592 | if (scriptcount <= 0) | ||
579 | { | 593 | { |
580 | m_log.ErrorFormat( | 594 | m_part.RemFlag(PrimFlags.Scripted); |
581 | "[PRIM INVENTORY]: " + | ||
582 | "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory", | ||
583 | itemID, m_part.Name, m_part.UUID); | ||
584 | } | 595 | } |
596 | |||
597 | m_part.ScheduleFullUpdate(); | ||
598 | |||
599 | return type; | ||
600 | } | ||
601 | else | ||
602 | { | ||
603 | m_log.ErrorFormat( | ||
604 | "[PRIM INVENTORY]: " + | ||
605 | "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory", | ||
606 | itemID, m_part.Name, m_part.UUID); | ||
585 | } | 607 | } |
608 | m_items.LockItemsForWrite(false); | ||
586 | 609 | ||
587 | return -1; | 610 | return -1; |
588 | } | 611 | } |
@@ -635,52 +658,53 @@ namespace OpenSim.Region.Framework.Scenes | |||
635 | // isn't available (such as drag from prim inventory to agent inventory) | 658 | // isn't available (such as drag from prim inventory to agent inventory) |
636 | InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); | 659 | InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); |
637 | 660 | ||
638 | lock (m_items) | 661 | m_items.LockItemsForRead(true); |
662 | |||
663 | foreach (TaskInventoryItem item in m_items.Values) | ||
639 | { | 664 | { |
640 | foreach (TaskInventoryItem item in m_items.Values) | 665 | UUID ownerID = item.OwnerID; |
641 | { | 666 | uint everyoneMask = 0; |
642 | UUID ownerID = item.OwnerID; | 667 | uint baseMask = item.BasePermissions; |
643 | uint everyoneMask = 0; | 668 | uint ownerMask = item.CurrentPermissions; |
644 | uint baseMask = item.BasePermissions; | ||
645 | uint ownerMask = item.CurrentPermissions; | ||
646 | 669 | ||
647 | invString.AddItemStart(); | 670 | invString.AddItemStart(); |
648 | invString.AddNameValueLine("item_id", item.ItemID.ToString()); | 671 | invString.AddNameValueLine("item_id", item.ItemID.ToString()); |
649 | invString.AddNameValueLine("parent_id", m_part.UUID.ToString()); | 672 | invString.AddNameValueLine("parent_id", m_part.UUID.ToString()); |
650 | 673 | ||
651 | invString.AddPermissionsStart(); | 674 | invString.AddPermissionsStart(); |
652 | 675 | ||
653 | invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); | 676 | invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); |
654 | invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); | 677 | invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); |
655 | invString.AddNameValueLine("group_mask", Utils.UIntToHexString(0)); | 678 | invString.AddNameValueLine("group_mask", Utils.UIntToHexString(0)); |
656 | invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask)); | 679 | invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask)); |
657 | invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions)); | 680 | invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions)); |
658 | 681 | ||
659 | invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); | 682 | invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); |
660 | invString.AddNameValueLine("owner_id", ownerID.ToString()); | 683 | invString.AddNameValueLine("owner_id", ownerID.ToString()); |
661 | 684 | ||
662 | invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); | 685 | invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); |
663 | 686 | ||
664 | invString.AddNameValueLine("group_id", item.GroupID.ToString()); | 687 | invString.AddNameValueLine("group_id", item.GroupID.ToString()); |
665 | invString.AddSectionEnd(); | 688 | invString.AddSectionEnd(); |
666 | 689 | ||
667 | invString.AddNameValueLine("asset_id", item.AssetID.ToString()); | 690 | invString.AddNameValueLine("asset_id", item.AssetID.ToString()); |
668 | invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]); | 691 | invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]); |
669 | invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]); | 692 | invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]); |
670 | invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags)); | 693 | invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags)); |
671 | 694 | ||
672 | invString.AddSaleStart(); | 695 | invString.AddSaleStart(); |
673 | invString.AddNameValueLine("sale_type", "not"); | 696 | invString.AddNameValueLine("sale_type", "not"); |
674 | invString.AddNameValueLine("sale_price", "0"); | 697 | invString.AddNameValueLine("sale_price", "0"); |
675 | invString.AddSectionEnd(); | 698 | invString.AddSectionEnd(); |
676 | 699 | ||
677 | invString.AddNameValueLine("name", item.Name + "|"); | 700 | invString.AddNameValueLine("name", item.Name + "|"); |
678 | invString.AddNameValueLine("desc", item.Description + "|"); | 701 | invString.AddNameValueLine("desc", item.Description + "|"); |
679 | 702 | ||
680 | invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); | 703 | invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); |
681 | invString.AddSectionEnd(); | 704 | invString.AddSectionEnd(); |
682 | } | ||
683 | } | 705 | } |
706 | int count = m_items.Count; | ||
707 | m_items.LockItemsForRead(false); | ||
684 | 708 | ||
685 | fileData = Utils.StringToBytes(invString.BuildString); | 709 | fileData = Utils.StringToBytes(invString.BuildString); |
686 | 710 | ||
@@ -701,10 +725,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
701 | { | 725 | { |
702 | if (HasInventoryChanged) | 726 | if (HasInventoryChanged) |
703 | { | 727 | { |
704 | lock (Items) | 728 | Items.LockItemsForRead(true); |
705 | { | 729 | datastore.StorePrimInventory(m_part.UUID, Items.Values); |
706 | datastore.StorePrimInventory(m_part.UUID, Items.Values); | 730 | Items.LockItemsForRead(false); |
707 | } | ||
708 | 731 | ||
709 | HasInventoryChanged = false; | 732 | HasInventoryChanged = false; |
710 | } | 733 | } |
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 5604e3d..a1bb244 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -73,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
73 | // { | 73 | // { |
74 | // m_log.Debug("[ScenePresence] Destructor called"); | 74 | // m_log.Debug("[ScenePresence] Destructor called"); |
75 | // } | 75 | // } |
76 | 76 | ||
77 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 77 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
78 | 78 | ||
79 | private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; | 79 | private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; |
@@ -89,7 +89,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
89 | /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis | 89 | /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis |
90 | /// issue #1716 | 90 | /// issue #1716 |
91 | /// </summary> | 91 | /// </summary> |
92 | private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); | 92 | // private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); |
93 | private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); | ||
93 | 94 | ||
94 | public UUID currentParcelUUID = UUID.Zero; | 95 | public UUID currentParcelUUID = UUID.Zero; |
95 | 96 | ||
@@ -113,7 +114,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
113 | public Vector3 lastKnownAllowedPosition; | 114 | public Vector3 lastKnownAllowedPosition; |
114 | public bool sentMessageAboutRestrictedParcelFlyingDown; | 115 | public bool sentMessageAboutRestrictedParcelFlyingDown; |
115 | public Vector4 CollisionPlane = Vector4.UnitW; | 116 | public Vector4 CollisionPlane = Vector4.UnitW; |
116 | 117 | ||
118 | private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation | ||
117 | private Vector3 m_lastPosition; | 119 | private Vector3 m_lastPosition; |
118 | private Quaternion m_lastRotation; | 120 | private Quaternion m_lastRotation; |
119 | private Vector3 m_lastVelocity; | 121 | private Vector3 m_lastVelocity; |
@@ -144,7 +146,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
144 | private int m_perfMonMS; | 146 | private int m_perfMonMS; |
145 | 147 | ||
146 | private bool m_setAlwaysRun; | 148 | private bool m_setAlwaysRun; |
147 | |||
148 | private bool m_forceFly; | 149 | private bool m_forceFly; |
149 | private bool m_flyDisabled; | 150 | private bool m_flyDisabled; |
150 | 151 | ||
@@ -168,7 +169,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
168 | protected RegionInfo m_regionInfo; | 169 | protected RegionInfo m_regionInfo; |
169 | protected ulong crossingFromRegion; | 170 | protected ulong crossingFromRegion; |
170 | 171 | ||
171 | private readonly Vector3[] Dir_Vectors = new Vector3[6]; | 172 | private readonly Vector3[] Dir_Vectors = new Vector3[11]; |
173 | private bool m_isNudging = false; | ||
172 | 174 | ||
173 | // Position of agent's camera in world (region cordinates) | 175 | // Position of agent's camera in world (region cordinates) |
174 | protected Vector3 m_CameraCenter; | 176 | protected Vector3 m_CameraCenter; |
@@ -232,6 +234,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
232 | DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG, | 234 | DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG, |
233 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, | 235 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, |
234 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, | 236 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, |
237 | DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, | ||
238 | DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, | ||
239 | DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS, | ||
240 | DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG, | ||
235 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG | 241 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG |
236 | } | 242 | } |
237 | 243 | ||
@@ -716,21 +722,47 @@ namespace OpenSim.Region.Framework.Scenes | |||
716 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT | 722 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT |
717 | Dir_Vectors[4] = Vector3.UnitZ; //UP | 723 | Dir_Vectors[4] = Vector3.UnitZ; //UP |
718 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN | 724 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN |
719 | Dir_Vectors[5] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | 725 | Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE |
726 | Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE | ||
727 | Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE | ||
728 | Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE | ||
729 | Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | ||
720 | } | 730 | } |
721 | 731 | ||
722 | private Vector3[] GetWalkDirectionVectors() | 732 | private Vector3[] GetWalkDirectionVectors() |
723 | { | 733 | { |
724 | Vector3[] vector = new Vector3[6]; | 734 | Vector3[] vector = new Vector3[11]; |
725 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD | 735 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD |
726 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK | 736 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK |
727 | vector[2] = Vector3.UnitY; //LEFT | 737 | vector[2] = Vector3.UnitY; //LEFT |
728 | vector[3] = -Vector3.UnitY; //RIGHT | 738 | vector[3] = -Vector3.UnitY; //RIGHT |
729 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP | 739 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP |
730 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN | 740 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN |
731 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge | 741 | vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE |
742 | vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE | ||
743 | vector[8] = Vector3.UnitY; //LEFT_NUDGE | ||
744 | vector[9] = -Vector3.UnitY; //RIGHT_NUDGE | ||
745 | vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE | ||
732 | return vector; | 746 | return vector; |
733 | } | 747 | } |
748 | |||
749 | private bool[] GetDirectionIsNudge() | ||
750 | { | ||
751 | bool[] isNudge = new bool[11]; | ||
752 | isNudge[0] = false; //FORWARD | ||
753 | isNudge[1] = false; //BACK | ||
754 | isNudge[2] = false; //LEFT | ||
755 | isNudge[3] = false; //RIGHT | ||
756 | isNudge[4] = false; //UP | ||
757 | isNudge[5] = false; //DOWN | ||
758 | isNudge[6] = true; //FORWARD_NUDGE | ||
759 | isNudge[7] = true; //BACK_NUDGE | ||
760 | isNudge[8] = true; //LEFT_NUDGE | ||
761 | isNudge[9] = true; //RIGHT_NUDGE | ||
762 | isNudge[10] = true; //DOWN_Nudge | ||
763 | return isNudge; | ||
764 | } | ||
765 | |||
734 | 766 | ||
735 | #endregion | 767 | #endregion |
736 | 768 | ||
@@ -1147,7 +1179,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1147 | // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent"); | 1179 | // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent"); |
1148 | // return; | 1180 | // return; |
1149 | //} | 1181 | //} |
1150 | |||
1151 | m_perfMonMS = Environment.TickCount; | 1182 | m_perfMonMS = Environment.TickCount; |
1152 | 1183 | ||
1153 | ++m_movementUpdateCount; | 1184 | ++m_movementUpdateCount; |
@@ -1229,7 +1260,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1229 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); | 1260 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); |
1230 | } | 1261 | } |
1231 | } | 1262 | } |
1232 | |||
1233 | lock (scriptedcontrols) | 1263 | lock (scriptedcontrols) |
1234 | { | 1264 | { |
1235 | if (scriptedcontrols.Count > 0) | 1265 | if (scriptedcontrols.Count > 0) |
@@ -1261,7 +1291,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1261 | { | 1291 | { |
1262 | return; | 1292 | return; |
1263 | } | 1293 | } |
1264 | |||
1265 | if (m_allowMovement) | 1294 | if (m_allowMovement) |
1266 | { | 1295 | { |
1267 | int i = 0; | 1296 | int i = 0; |
@@ -1289,6 +1318,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1289 | update_rotation = true; | 1318 | update_rotation = true; |
1290 | } | 1319 | } |
1291 | 1320 | ||
1321 | //guilty until proven innocent.. | ||
1322 | bool Nudging = true; | ||
1323 | //Basically, if there is at least one non-nudge control then we don't need | ||
1324 | //to worry about stopping the avatar | ||
1325 | |||
1292 | if (m_parentID == 0) | 1326 | if (m_parentID == 0) |
1293 | { | 1327 | { |
1294 | bool bAllowUpdateMoveToPosition = false; | 1328 | bool bAllowUpdateMoveToPosition = false; |
@@ -1303,6 +1337,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1303 | else | 1337 | else |
1304 | dirVectors = Dir_Vectors; | 1338 | dirVectors = Dir_Vectors; |
1305 | 1339 | ||
1340 | bool[] isNudge = GetDirectionIsNudge(); | ||
1341 | |||
1342 | |||
1343 | |||
1344 | |||
1345 | |||
1306 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) | 1346 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) |
1307 | { | 1347 | { |
1308 | if (((uint)flags & (uint)DCF) != 0) | 1348 | if (((uint)flags & (uint)DCF) != 0) |
@@ -1312,6 +1352,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1312 | try | 1352 | try |
1313 | { | 1353 | { |
1314 | agent_control_v3 += dirVectors[i]; | 1354 | agent_control_v3 += dirVectors[i]; |
1355 | if (isNudge[i] == false) | ||
1356 | { | ||
1357 | Nudging = false; | ||
1358 | } | ||
1315 | } | 1359 | } |
1316 | catch (IndexOutOfRangeException) | 1360 | catch (IndexOutOfRangeException) |
1317 | { | 1361 | { |
@@ -1373,6 +1417,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1373 | // Ignore z component of vector | 1417 | // Ignore z component of vector |
1374 | Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); | 1418 | Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); |
1375 | LocalVectorToTarget2D.Normalize(); | 1419 | LocalVectorToTarget2D.Normalize(); |
1420 | |||
1421 | //We're not nudging | ||
1422 | Nudging = false; | ||
1376 | agent_control_v3 += LocalVectorToTarget2D; | 1423 | agent_control_v3 += LocalVectorToTarget2D; |
1377 | 1424 | ||
1378 | // update avatar movement flags. the avatar coordinate system is as follows: | 1425 | // update avatar movement flags. the avatar coordinate system is as follows: |
@@ -1455,7 +1502,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1455 | // m_log.DebugFormat( | 1502 | // m_log.DebugFormat( |
1456 | // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); | 1503 | // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); |
1457 | 1504 | ||
1458 | AddNewMovement(agent_control_v3, q); | 1505 | AddNewMovement(agent_control_v3, q, Nudging); |
1459 | 1506 | ||
1460 | if (update_movementflag) | 1507 | if (update_movementflag) |
1461 | Animator.UpdateMovementAnimations(); | 1508 | Animator.UpdateMovementAnimations(); |
@@ -1538,7 +1585,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1538 | Velocity = Vector3.Zero; | 1585 | Velocity = Vector3.Zero; |
1539 | SendFullUpdateToAllClients(); | 1586 | SendFullUpdateToAllClients(); |
1540 | 1587 | ||
1541 | //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); | 1588 | HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ?? |
1542 | } | 1589 | } |
1543 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); | 1590 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); |
1544 | m_requestedSitTargetUUID = UUID.Zero; | 1591 | m_requestedSitTargetUUID = UUID.Zero; |
@@ -1576,21 +1623,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
1576 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); | 1623 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); |
1577 | if (part != null) | 1624 | if (part != null) |
1578 | { | 1625 | { |
1626 | part.TaskInventory.LockItemsForRead(true); | ||
1579 | TaskInventoryDictionary taskIDict = part.TaskInventory; | 1627 | TaskInventoryDictionary taskIDict = part.TaskInventory; |
1580 | if (taskIDict != null) | 1628 | if (taskIDict != null) |
1581 | { | 1629 | { |
1582 | lock (taskIDict) | 1630 | foreach (UUID taskID in taskIDict.Keys) |
1583 | { | 1631 | { |
1584 | foreach (UUID taskID in taskIDict.Keys) | 1632 | UnRegisterControlEventsToScript(LocalId, taskID); |
1585 | { | 1633 | taskIDict[taskID].PermsMask &= ~( |
1586 | UnRegisterControlEventsToScript(LocalId, taskID); | 1634 | 2048 | //PERMISSION_CONTROL_CAMERA |
1587 | taskIDict[taskID].PermsMask &= ~( | 1635 | 4); // PERMISSION_TAKE_CONTROLS |
1588 | 2048 | //PERMISSION_CONTROL_CAMERA | ||
1589 | 4); // PERMISSION_TAKE_CONTROLS | ||
1590 | } | ||
1591 | } | 1636 | } |
1592 | |||
1593 | } | 1637 | } |
1638 | part.TaskInventory.LockItemsForRead(false); | ||
1594 | // Reset sit target. | 1639 | // Reset sit target. |
1595 | if (part.GetAvatarOnSitTarget() == UUID) | 1640 | if (part.GetAvatarOnSitTarget() == UUID) |
1596 | part.SetAvatarOnSitTarget(UUID.Zero); | 1641 | part.SetAvatarOnSitTarget(UUID.Zero); |
@@ -1651,7 +1696,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1651 | bool SitTargetisSet = | 1696 | bool SitTargetisSet = |
1652 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f && | 1697 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f && |
1653 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f)); | 1698 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f)); |
1654 | 1699 | // this test is probably failing | |
1655 | if (SitTargetisSet && SitTargetUnOccupied) | 1700 | if (SitTargetisSet && SitTargetUnOccupied) |
1656 | { | 1701 | { |
1657 | //switch the target to this prim | 1702 | //switch the target to this prim |
@@ -1678,26 +1723,37 @@ namespace OpenSim.Region.Framework.Scenes | |||
1678 | { | 1723 | { |
1679 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client | 1724 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client |
1680 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it | 1725 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it |
1681 | 1726 | ||
1727 | // part is the prim to sit on | ||
1728 | // offset is the vector distance from that prim center to the click-spot | ||
1729 | // UUID is the UUID of the Avatar doing the clicking | ||
1730 | |||
1731 | m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation | ||
1732 | |||
1682 | // Is a sit target available? | 1733 | // Is a sit target available? |
1683 | Vector3 avSitOffSet = part.SitTargetPosition; | 1734 | Vector3 avSitOffSet = part.SitTargetPosition; |
1684 | Quaternion avSitOrientation = part.SitTargetOrientation; | 1735 | Quaternion avSitOrientation = part.SitTargetOrientation; |
1685 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); | 1736 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); |
1686 | 1737 | ||
1687 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); | 1738 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); |
1688 | bool SitTargetisSet = | 1739 | // bool SitTargetisSet = |
1689 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 0f && | 1740 | // (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 0f && |
1690 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f)); | 1741 | // avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f)); |
1691 | 1742 | ||
1743 | bool SitTargetisSet = ((Vector3.Zero != avSitOffSet) || (Quaternion.Identity != avSitOrientation)); | ||
1744 | |||
1745 | //Console.WriteLine("SendSitResponse offset=" + offset + " UnOccup=" + SitTargetUnOccupied + | ||
1746 | // " TargSet=" + SitTargetisSet); | ||
1747 | |||
1692 | if (SitTargetisSet && SitTargetUnOccupied) | 1748 | if (SitTargetisSet && SitTargetUnOccupied) |
1693 | { | 1749 | { |
1694 | part.SetAvatarOnSitTarget(UUID); | 1750 | part.SetAvatarOnSitTarget(UUID); |
1695 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); | 1751 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); |
1696 | sitOrientation = avSitOrientation; | 1752 | sitOrientation = avSitOrientation; |
1697 | autopilot = false; | 1753 | autopilot = false; // Jump direct to scripted llSitPos() |
1698 | } | 1754 | } |
1699 | 1755 | ||
1700 | pos = part.AbsolutePosition + offset; | 1756 | pos = part.AbsolutePosition + offset; // Region position where clicked |
1701 | //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) | 1757 | //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) |
1702 | //{ | 1758 | //{ |
1703 | // offset = pos; | 1759 | // offset = pos; |
@@ -1710,17 +1766,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
1710 | m_sitAvatarHeight = m_physicsActor.Size.Z; | 1766 | m_sitAvatarHeight = m_physicsActor.Size.Z; |
1711 | 1767 | ||
1712 | if (autopilot) | 1768 | if (autopilot) |
1713 | { | 1769 | { // its not a scripted sit |
1714 | if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) | 1770 | if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) |
1715 | { | 1771 | { |
1716 | autopilot = false; | 1772 | autopilot = false; // close enough |
1717 | 1773 | ||
1718 | RemoveFromPhysicalScene(); | 1774 | RemoveFromPhysicalScene(); |
1719 | AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); | 1775 | AbsolutePosition = pos + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to Prim |
1720 | } | 1776 | } // else the autopilot will get us close |
1721 | } | 1777 | } |
1722 | else | 1778 | else |
1723 | { | 1779 | { // its a scripted sit |
1724 | RemoveFromPhysicalScene(); | 1780 | RemoveFromPhysicalScene(); |
1725 | } | 1781 | } |
1726 | } | 1782 | } |
@@ -1823,26 +1879,41 @@ namespace OpenSim.Region.Framework.Scenes | |||
1823 | { | 1879 | { |
1824 | if (part.GetAvatarOnSitTarget() == UUID) | 1880 | if (part.GetAvatarOnSitTarget() == UUID) |
1825 | { | 1881 | { |
1882 | // Scripted sit | ||
1826 | Vector3 sitTargetPos = part.SitTargetPosition; | 1883 | Vector3 sitTargetPos = part.SitTargetPosition; |
1827 | Quaternion sitTargetOrient = part.SitTargetOrientation; | 1884 | Quaternion sitTargetOrient = part.SitTargetOrientation; |
1828 | |||
1829 | //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0); | ||
1830 | //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w); | ||
1831 | |||
1832 | //Quaternion result = (sitTargetOrient * vq) * nq; | ||
1833 | |||
1834 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); | 1885 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); |
1835 | m_pos += SIT_TARGET_ADJUSTMENT; | 1886 | m_pos += SIT_TARGET_ADJUSTMENT; |
1836 | m_bodyRot = sitTargetOrient; | 1887 | m_bodyRot = sitTargetOrient; |
1837 | //Rotation = sitTargetOrient; | ||
1838 | m_parentPosition = part.AbsolutePosition; | 1888 | m_parentPosition = part.AbsolutePosition; |
1839 | |||
1840 | //SendTerseUpdateToAllClients(); | ||
1841 | } | 1889 | } |
1842 | else | 1890 | else |
1843 | { | 1891 | { |
1844 | m_pos -= part.AbsolutePosition; | 1892 | // Non-scripted sit by Kitto Flora 21Nov09 |
1893 | // Calculate angle of line from prim to Av | ||
1894 | float y_diff = (m_avInitialPos.Y - part.AbsolutePosition.Y); | ||
1895 | float x_diff = ( m_avInitialPos.X - part.AbsolutePosition.X); | ||
1896 | if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0 | ||
1897 | if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0 | ||
1898 | float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff); | ||
1899 | Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
1900 | // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'. | ||
1901 | // Av sits at world euler <0,0, z>, translated by part rotation | ||
1902 | m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click | ||
1903 | m_pos = new Vector3(0f, 0f, 0.05f) + | ||
1904 | (new Vector3(0.0f, 0f, 0.625f) * partIRot) + | ||
1905 | (new Vector3(0.25f, 0f, 0.0f) * m_bodyRot); // sit at center of prim | ||
1845 | m_parentPosition = part.AbsolutePosition; | 1906 | m_parentPosition = part.AbsolutePosition; |
1907 | //Set up raytrace to find top surface of prim | ||
1908 | Vector3 size = part.Scale; | ||
1909 | float mag = 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z)); | ||
1910 | Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag); | ||
1911 | Vector3 down = new Vector3(0f, 0f, -1f); | ||
1912 | m_scene.PhysicsScene.RaycastWorld( | ||
1913 | start, // Vector3 position, | ||
1914 | down, // Vector3 direction, | ||
1915 | mag, // float length, | ||
1916 | SitAltitudeCallback); // retMethod | ||
1846 | } | 1917 | } |
1847 | } | 1918 | } |
1848 | else | 1919 | else |
@@ -1857,11 +1928,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
1857 | 1928 | ||
1858 | Animator.TrySetMovementAnimation(sitAnimation); | 1929 | Animator.TrySetMovementAnimation(sitAnimation); |
1859 | SendFullUpdateToAllClients(); | 1930 | SendFullUpdateToAllClients(); |
1860 | // This may seem stupid, but Our Full updates don't send avatar rotation :P | ||
1861 | // So we're also sending a terse update (which has avatar rotation) | ||
1862 | // [Update] We do now. | ||
1863 | //SendTerseUpdateToAllClients(); | ||
1864 | } | 1931 | } |
1932 | |||
1933 | public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance) | ||
1934 | { | ||
1935 | // Console.WriteLine("[RAYCASTRESULT]: Hit={0}, Point={1}, ID={2}, Dist={3}", hitYN, collisionPoint, localid, distance); | ||
1936 | if(hitYN) | ||
1937 | { | ||
1938 | // m_pos = Av offset from prim center to make look like on center | ||
1939 | // m_parentPosition = Actual center pos of prim | ||
1940 | // collisionPoint = spot on prim where we want to sit | ||
1941 | SceneObjectPart part = m_scene.GetSceneObjectPart(localid); | ||
1942 | Vector3 offset = (collisionPoint - m_parentPosition) * Quaternion.Inverse(part.RotationOffset); | ||
1943 | m_pos += offset; | ||
1944 | // Console.WriteLine("m_pos={0}, offset={1} newsit={2}", m_pos, offset, newsit); | ||
1945 | } | ||
1946 | } | ||
1865 | 1947 | ||
1866 | /// <summary> | 1948 | /// <summary> |
1867 | /// Event handler for the 'Always run' setting on the client | 1949 | /// Event handler for the 'Always run' setting on the client |
@@ -1891,7 +1973,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1891 | /// </summary> | 1973 | /// </summary> |
1892 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> | 1974 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> |
1893 | /// <param name="rotation">The direction in which this avatar should now face. | 1975 | /// <param name="rotation">The direction in which this avatar should now face. |
1894 | public void AddNewMovement(Vector3 vec, Quaternion rotation) | 1976 | public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging) |
1895 | { | 1977 | { |
1896 | if (m_isChildAgent) | 1978 | if (m_isChildAgent) |
1897 | { | 1979 | { |
@@ -1965,7 +2047,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1965 | 2047 | ||
1966 | // TODO: Add the force instead of only setting it to support multiple forces per frame? | 2048 | // TODO: Add the force instead of only setting it to support multiple forces per frame? |
1967 | m_forceToApply = direc; | 2049 | m_forceToApply = direc; |
1968 | 2050 | m_isNudging = Nudging; | |
1969 | m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS); | 2051 | m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS); |
1970 | } | 2052 | } |
1971 | 2053 | ||
@@ -1980,7 +2062,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1980 | const float POSITION_TOLERANCE = 0.05f; | 2062 | const float POSITION_TOLERANCE = 0.05f; |
1981 | //const int TIME_MS_TOLERANCE = 3000; | 2063 | //const int TIME_MS_TOLERANCE = 3000; |
1982 | 2064 | ||
1983 | SendPrimUpdates(); | 2065 | |
1984 | 2066 | ||
1985 | if (m_newCoarseLocations) | 2067 | if (m_newCoarseLocations) |
1986 | { | 2068 | { |
@@ -2016,6 +2098,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2016 | CheckForBorderCrossing(); | 2098 | CheckForBorderCrossing(); |
2017 | CheckForSignificantMovement(); // sends update to the modules. | 2099 | CheckForSignificantMovement(); // sends update to the modules. |
2018 | } | 2100 | } |
2101 | |||
2102 | //Sending prim updates AFTER the avatar terse updates are sent | ||
2103 | SendPrimUpdates(); | ||
2019 | } | 2104 | } |
2020 | 2105 | ||
2021 | #endregion | 2106 | #endregion |
@@ -2869,14 +2954,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
2869 | { | 2954 | { |
2870 | if (m_forceToApply.HasValue) | 2955 | if (m_forceToApply.HasValue) |
2871 | { | 2956 | { |
2872 | Vector3 force = m_forceToApply.Value; | ||
2873 | 2957 | ||
2958 | Vector3 force = m_forceToApply.Value; | ||
2874 | m_updateflag = true; | 2959 | m_updateflag = true; |
2875 | // movementvector = force; | ||
2876 | Velocity = force; | 2960 | Velocity = force; |
2877 | 2961 | ||
2878 | m_forceToApply = null; | 2962 | m_forceToApply = null; |
2879 | } | 2963 | } |
2964 | else | ||
2965 | { | ||
2966 | if (m_isNudging) | ||
2967 | { | ||
2968 | Vector3 force = Vector3.Zero; | ||
2969 | |||
2970 | m_updateflag = true; | ||
2971 | Velocity = force; | ||
2972 | m_isNudging = false; | ||
2973 | } | ||
2974 | } | ||
2880 | } | 2975 | } |
2881 | 2976 | ||
2882 | public override void SetText(string text, Vector3 color, double alpha) | 2977 | public override void SetText(string text, Vector3 color, double alpha) |
@@ -3585,4 +3680,4 @@ namespace OpenSim.Region.Framework.Scenes | |||
3585 | } | 3680 | } |
3586 | } | 3681 | } |
3587 | } | 3682 | } |
3588 | } \ No newline at end of file | 3683 | } |