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-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs214
-rw-r--r--OpenSim/Region/Framework/Scenes/EntityManager.cs79
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs35
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs99
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs231
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs10
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs174
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs29
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1157
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs277
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs550
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs975
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs168
15 files changed, 2932 insertions, 1094 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index a90e0f3..9658e11 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -53,11 +53,17 @@ namespace OpenSim.Region.Framework.Scenes.Animation
53 { 53 {
54 get { return m_movementAnimation; } 54 get { return m_movementAnimation; }
55 } 55 }
56 protected string m_movementAnimation = "DEFAULT"; 56 // protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist!
57 57 protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init.
58 private int m_animTickFall; 58 private int m_animTickFall;
59 private int m_animTickJump; 59// private int m_animTickJump;
60 60 public int m_animTickJump; // ScenePresence has to see this to control +Z force
61 public bool m_jumping = false; // Add for jumping
62 public float m_jumpVelocity = 0f; // Add for jumping
63 private int m_landing = 0; // Add for jumping
64 public bool m_falling = false; // Add for falling
65 private float m_fallHeight; // Add for falling
66
61 /// <value> 67 /// <value>
62 /// The scene presence that this animator applies to 68 /// The scene presence that this animator applies to
63 /// </value> 69 /// </value>
@@ -114,7 +120,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
114 120
115 public void ResetAnimations() 121 public void ResetAnimations()
116 { 122 {
123Console.WriteLine("ResetA.............");
117 m_animations.Clear(); 124 m_animations.Clear();
125TrySetMovementAnimation("STAND");
118 } 126 }
119 127
120 /// <summary> 128 /// <summary>
@@ -123,8 +131,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
123 /// </summary> 131 /// </summary>
124 public void TrySetMovementAnimation(string anim) 132 public void TrySetMovementAnimation(string anim)
125 { 133 {
126 //m_log.DebugFormat("Updating movement animation to {0}", anim);
127
128 if (!m_scenePresence.IsChildAgent) 134 if (!m_scenePresence.IsChildAgent)
129 { 135 {
130 if (m_animations.TrySetDefaultAnimation( 136 if (m_animations.TrySetDefaultAnimation(
@@ -142,14 +148,14 @@ namespace OpenSim.Region.Framework.Scenes.Animation
142 /// </summary> 148 /// </summary>
143 public string GetMovementAnimation() 149 public string GetMovementAnimation()
144 { 150 {
145 const float FALL_DELAY = 0.33f; 151//Console.WriteLine("GMA-------"); //##
146 const float PREJUMP_DELAY = 0.25f; 152//#@ const float FALL_DELAY = 0.33f;
147 153 const float FALL_DELAY = 800f; //## mS
154//rm for jumping const float PREJUMP_DELAY = 0.25f;
155 const float PREJUMP_DELAY = 200f; // mS add for jumping
156 const float JUMP_PERIOD = 800f; // mS add for jumping
148 #region Inputs 157 #region Inputs
149 if (m_scenePresence.SitGround) 158
150 {
151 return "SIT_GROUND_CONSTRAINED";
152 }
153 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; 159 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
154 PhysicsActor actor = m_scenePresence.PhysicsActor; 160 PhysicsActor actor = m_scenePresence.PhysicsActor;
155 161
@@ -159,11 +165,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
159 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); 165 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
160 166
161 // Check control flags 167 // Check control flags
162 bool heldForward = 168 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);
163 (((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)); 169 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);
164 bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; 170 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);
165 bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; 171 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);
166 bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
167 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; 172 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
168 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; 173 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
169 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; 174 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
@@ -182,8 +187,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
182 187
183 // Is the avatar trying to move? 188 // Is the avatar trying to move?
184// bool moving = (move != Vector3.Zero); 189// bool moving = (move != Vector3.Zero);
185 bool jumping = m_animTickJump != 0; 190// rm for jumping bool jumping = m_animTickJump != 0;
186
187 #endregion Inputs 191 #endregion Inputs
188 192
189 #region Flying 193 #region Flying
@@ -192,6 +196,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
192 { 196 {
193 m_animTickFall = 0; 197 m_animTickFall = 0;
194 m_animTickJump = 0; 198 m_animTickJump = 0;
199 m_jumping = false; //add for jumping
200 m_falling = true; //add for falling
201 m_jumpVelocity = 0f; //add for jumping
202 actor.Selected = false; //add for jumping flag
203 m_fallHeight = actor.Position.Z; // save latest flying height
195 204
196 if (move.X != 0f || move.Y != 0f) 205 if (move.X != 0f || move.Y != 0f)
197 { 206 {
@@ -203,8 +212,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
203 } 212 }
204 else if (move.Z < 0f) 213 else if (move.Z < 0f)
205 { 214 {
206 if (actor != null && actor.IsColliding) 215 if (actor != null && actor.IsColliding)
216 { //##
217//Console.WriteLine("LAND FLYING"); // ##
207 return "LAND"; 218 return "LAND";
219 } //#
208 else 220 else
209 return "HOVER_DOWN"; 221 return "HOVER_DOWN";
210 } 222 }
@@ -218,19 +230,28 @@ namespace OpenSim.Region.Framework.Scenes.Animation
218 230
219 #region Falling/Floating/Landing 231 #region Falling/Floating/Landing
220 232
221 if (actor == null || !actor.IsColliding) 233// rm for jumping if (actor == null || !actor.IsColliding)
234 if ((actor == null || !actor.IsColliding) && !m_jumping) // add for jumping
222 { 235 {
223 float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 236// rm float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
237 float fallElapsed = (float)(Environment.TickCount - m_animTickFall); // add, in mS
224 float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f; 238 float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f;
239//Console.WriteLine("falling t={0} v={1}", fallElapsed, fallVelocity); //##
240
241// rm for fall if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f))
242 if (!m_jumping && (fallVelocity < -3.0f) ) m_falling = true; // add for falling and jumping
225 243
226 if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f)) 244 if (m_animTickFall == 0 || (fallVelocity >= 0.0f)) // add for jumping
245 // not falling yet or going up
227 { 246 {
228 // Just started falling 247 // reset start of fall time
229 m_animTickFall = Environment.TickCount; 248 m_animTickFall = Environment.TickCount;
230 } 249 }
231 else if (!jumping && fallElapsed > FALL_DELAY) 250// else if (!jumping && fallElapsed > FALL_DELAY)
251 else if (!m_jumping && (fallElapsed > FALL_DELAY) && (fallVelocity < -3.0f) ) // add for falling and jumping
232 { 252 {
233 // Falling long enough to trigger the animation 253 // Falling long enough to trigger the animation
254//Console.WriteLine("FALLDOWN"); //##
234 return "FALLDOWN"; 255 return "FALLDOWN";
235 } 256 }
236 257
@@ -239,22 +260,97 @@ namespace OpenSim.Region.Framework.Scenes.Animation
239 260
240 #endregion Falling/Floating/Landing 261 #endregion Falling/Floating/Landing
241 262
263
264 #region Jumping // section added for jumping...
265
266 int jumptime;
267 jumptime = Environment.TickCount - m_animTickJump;
268
269
270 if ((move.Z > 0f) && (!m_jumping))
271 {
272//Console.WriteLine("PJ {0}", jumptime); //##
273 // Start jumping, prejump
274 m_animTickFall = 0;
275 m_jumping = true;
276 m_falling = false;
277 actor.Selected = true; // borrowed for jmping flag
278 m_animTickJump = Environment.TickCount;
279 m_jumpVelocity = 0.35f;
280 return "PREJUMP";
281 }
282
283 if(m_jumping)
284 {
285 if ( (jumptime > (JUMP_PERIOD * 1.5f)) && actor.IsColliding)
286 {
287//Console.WriteLine("LA {0}", jumptime); //##
288 // end jumping
289 m_jumping = false;
290 m_falling = false;
291 actor.Selected = false; // borrowed for jumping flag
292 m_jumpVelocity = 0f;
293 m_animTickFall = Environment.TickCount;
294 return "LAND";
295 }
296 else if (jumptime > JUMP_PERIOD)
297 {
298//Console.WriteLine("JD {0}", jumptime); //##
299 // jump down
300 m_jumpVelocity = 0f;
301 return "JUMP";
302 }
303 else if (jumptime > PREJUMP_DELAY)
304 {
305//Console.WriteLine("JU {0}", jumptime); //##
306 // jump up
307 m_jumping = true;
308 m_jumpVelocity = 10f;
309 return "JUMP";
310 }
311 }
312
313 #endregion Jumping // end added section
314
242 #region Ground Movement 315 #region Ground Movement
243 316
244 if (m_movementAnimation == "FALLDOWN") 317 if (m_movementAnimation == "FALLDOWN")
245 { 318 {
319 m_falling = false;
246 m_animTickFall = Environment.TickCount; 320 m_animTickFall = Environment.TickCount;
247
248 // TODO: SOFT_LAND support 321 // TODO: SOFT_LAND support
249 return "LAND"; 322 float fallHeight = m_fallHeight - actor.Position.Z;
323//Console.WriteLine("Hit from {0}", fallHeight); //##
324 if (fallHeight > 15.0f) // add for falling
325 return "STANDUP";
326 else if (fallHeight > 8.0f) // add for falling
327 return "SOFT_LAND"; // add for falling
328 else // add for falling
329 return "LAND"; // add for falling
250 } 330 }
251 else if (m_movementAnimation == "LAND") 331// rm jumping float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
332// rm jumping if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY))
333// rm for landing return "LAND";
334 else if ((m_movementAnimation == "LAND") || (m_movementAnimation == "SOFT_LAND") || (m_movementAnimation == "STANDUP"))
252 { 335 {
253 float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 336 int landElapsed = Environment.TickCount - m_animTickFall; // add for jumping
254 if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY)) 337 int limit = 1000; // add for jumping
255 return "LAND"; 338 if(m_movementAnimation == "LAND") limit = 350; // add for jumping
256 } 339 // NB if the above is set too long a weird anim reset from some place prevents STAND from being sent to client
257 340
341 if ((m_animTickFall != 0) && (landElapsed <= limit)) // add for jumping
342 {
343//Console.WriteLine("Lelapse {0}", m_movementAnimation); //##
344 return m_movementAnimation;
345 }
346 else
347 {
348//Console.WriteLine("end/STAND"); //##
349 m_fallHeight = actor.Position.Z; // save latest flying height
350 return "STAND";
351 }
352 }
353/* This section removed, replaced by jumping section
258 m_animTickFall = 0; 354 m_animTickFall = 0;
259 355
260 if (move.Z > 0f) 356 if (move.Z > 0f)
@@ -266,7 +362,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
266 m_animTickJump = Environment.TickCount; 362 m_animTickJump = Environment.TickCount;
267 return "PREJUMP"; 363 return "PREJUMP";
268 } 364 }
269 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) 365 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 800.0f)
270 { 366 {
271 // Start actual jump 367 // Start actual jump
272 if (m_animTickJump == -1) 368 if (m_animTickJump == -1)
@@ -284,29 +380,34 @@ namespace OpenSim.Region.Framework.Scenes.Animation
284 { 380 {
285 // Not jumping 381 // Not jumping
286 m_animTickJump = 0; 382 m_animTickJump = 0;
287 383 */
288 if (move.X != 0f || move.Y != 0f) 384 // next section moved outside paren. and realigned for jumping
289 { 385 if (move.X != 0f || move.Y != 0f)
290 // Walking / crouchwalking / running 386 {
291 if (move.Z < 0f) 387 m_fallHeight = actor.Position.Z; // save latest flying height
292 return "CROUCHWALK"; 388 m_falling = false; // Add for falling
293 else if (m_scenePresence.SetAlwaysRun) 389 // Walking / crouchwalking / running
294 return "RUN"; 390 if (move.Z < 0f)
295 else 391 return "CROUCHWALK";
296 return "WALK"; 392 else if (m_scenePresence.SetAlwaysRun)
297 } 393 return "RUN";
298 else 394 else
299 { 395 return "WALK";
300 // Not walking
301 if (move.Z < 0f)
302 return "CROUCH";
303 else
304 return "STAND";
305 }
306 } 396 }
307 397// rm for jumping else
398 else if (!m_jumping) // add for jumping
399 {
400 m_falling = false; // Add for falling
401 // Not walking
402 if (move.Z < 0f)
403 return "CROUCH";
404 else
405 return "STAND";
406 }
407 // end section realign for jumping
308 #endregion Ground Movement 408 #endregion Ground Movement
309 409
410 m_falling = false; // Add for falling
310 return m_movementAnimation; 411 return m_movementAnimation;
311 } 412 }
312 413
@@ -316,16 +417,15 @@ namespace OpenSim.Region.Framework.Scenes.Animation
316 public void UpdateMovementAnimations() 417 public void UpdateMovementAnimations()
317 { 418 {
318 m_movementAnimation = GetMovementAnimation(); 419 m_movementAnimation = GetMovementAnimation();
319 420/* if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
320 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
321 { 421 {
322 // This was the previous behavior before PREJUMP 422 // This was the previous behavior before PREJUMP
323 TrySetMovementAnimation("JUMP"); 423 TrySetMovementAnimation("JUMP");
324 } 424 }
325 else 425 else
326 { 426 { removed for jumping */
327 TrySetMovementAnimation(m_movementAnimation); 427 TrySetMovementAnimation(m_movementAnimation);
328 } 428// rm for jumping }
329 } 429 }
330 430
331 public UUID[] GetAnimationArray() 431 public UUID[] GetAnimationArray()
diff --git a/OpenSim/Region/Framework/Scenes/EntityManager.cs b/OpenSim/Region/Framework/Scenes/EntityManager.cs
index 099fcce..c246e32 100644
--- a/OpenSim/Region/Framework/Scenes/EntityManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EntityManager.cs
@@ -40,7 +40,7 @@ namespace OpenSim.Region.Framework.Scenes
40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>(); 40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>();
41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>(); 41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>();
42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>(); 42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>();
43 private readonly Object m_lock = new Object(); 43 private System.Threading.ReaderWriterLockSlim m_lock = new System.Threading.ReaderWriterLockSlim();
44 44
45 [Obsolete("Use Add() instead.")] 45 [Obsolete("Use Add() instead.")]
46 public void Add(UUID id, EntityBase eb) 46 public void Add(UUID id, EntityBase eb)
@@ -50,7 +50,8 @@ namespace OpenSim.Region.Framework.Scenes
50 50
51 public void Add(EntityBase entity) 51 public void Add(EntityBase entity)
52 { 52 {
53 lock (m_lock) 53 m_lock.EnterWriteLock();
54 try
54 { 55 {
55 try 56 try
56 { 57 {
@@ -62,11 +63,16 @@ namespace OpenSim.Region.Framework.Scenes
62 m_log.ErrorFormat("Add Entity failed: {0}", e.Message); 63 m_log.ErrorFormat("Add Entity failed: {0}", e.Message);
63 } 64 }
64 } 65 }
66 finally
67 {
68 m_lock.ExitWriteLock();
69 }
65 } 70 }
66 71
67 public void InsertOrReplace(EntityBase entity) 72 public void InsertOrReplace(EntityBase entity)
68 { 73 {
69 lock (m_lock) 74 m_lock.EnterWriteLock();
75 try
70 { 76 {
71 try 77 try
72 { 78 {
@@ -78,15 +84,24 @@ namespace OpenSim.Region.Framework.Scenes
78 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message); 84 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message);
79 } 85 }
80 } 86 }
87 finally
88 {
89 m_lock.ExitWriteLock();
90 }
81 } 91 }
82 92
83 public void Clear() 93 public void Clear()
84 { 94 {
85 lock (m_lock) 95 m_lock.EnterWriteLock();
96 try
86 { 97 {
87 m_eb_uuid.Clear(); 98 m_eb_uuid.Clear();
88 m_eb_localID.Clear(); 99 m_eb_localID.Clear();
89 } 100 }
101 finally
102 {
103 m_lock.ExitWriteLock();
104 }
90 } 105 }
91 106
92 public int Count 107 public int Count
@@ -123,7 +138,8 @@ namespace OpenSim.Region.Framework.Scenes
123 138
124 public bool Remove(uint localID) 139 public bool Remove(uint localID)
125 { 140 {
126 lock (m_lock) 141 m_lock.EnterWriteLock();
142 try
127 { 143 {
128 try 144 try
129 { 145 {
@@ -141,11 +157,16 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 157 return false;
142 } 158 }
143 } 159 }
160 finally
161 {
162 m_lock.ExitWriteLock();
163 }
144 } 164 }
145 165
146 public bool Remove(UUID id) 166 public bool Remove(UUID id)
147 { 167 {
148 lock (m_lock) 168 m_lock.EnterWriteLock();
169 try
149 { 170 {
150 try 171 try
151 { 172 {
@@ -163,13 +184,18 @@ namespace OpenSim.Region.Framework.Scenes
163 return false; 184 return false;
164 } 185 }
165 } 186 }
187 finally
188 {
189 m_lock.ExitWriteLock();
190 }
166 } 191 }
167 192
168 public List<EntityBase> GetAllByType<T>() 193 public List<EntityBase> GetAllByType<T>()
169 { 194 {
170 List<EntityBase> tmp = new List<EntityBase>(); 195 List<EntityBase> tmp = new List<EntityBase>();
171 196
172 lock (m_lock) 197 m_lock.EnterReadLock();
198 try
173 { 199 {
174 try 200 try
175 { 201 {
@@ -187,23 +213,33 @@ namespace OpenSim.Region.Framework.Scenes
187 tmp = null; 213 tmp = null;
188 } 214 }
189 } 215 }
216 finally
217 {
218 m_lock.ExitReadLock();
219 }
190 220
191 return tmp; 221 return tmp;
192 } 222 }
193 223
194 public List<EntityBase> GetEntities() 224 public List<EntityBase> GetEntities()
195 { 225 {
196 lock (m_lock) 226 m_lock.EnterReadLock();
227 try
197 { 228 {
198 return new List<EntityBase>(m_eb_uuid.Values); 229 return new List<EntityBase>(m_eb_uuid.Values);
199 } 230 }
231 finally
232 {
233 m_lock.ExitReadLock();
234 }
200 } 235 }
201 236
202 public EntityBase this[UUID id] 237 public EntityBase this[UUID id]
203 { 238 {
204 get 239 get
205 { 240 {
206 lock (m_lock) 241 m_lock.EnterReadLock();
242 try
207 { 243 {
208 EntityBase entity; 244 EntityBase entity;
209 if (m_eb_uuid.TryGetValue(id, out entity)) 245 if (m_eb_uuid.TryGetValue(id, out entity))
@@ -211,6 +247,10 @@ namespace OpenSim.Region.Framework.Scenes
211 else 247 else
212 return null; 248 return null;
213 } 249 }
250 finally
251 {
252 m_lock.ExitReadLock();
253 }
214 } 254 }
215 set 255 set
216 { 256 {
@@ -222,7 +262,8 @@ namespace OpenSim.Region.Framework.Scenes
222 { 262 {
223 get 263 get
224 { 264 {
225 lock (m_lock) 265 m_lock.EnterReadLock();
266 try
226 { 267 {
227 EntityBase entity; 268 EntityBase entity;
228 if (m_eb_localID.TryGetValue(localID, out entity)) 269 if (m_eb_localID.TryGetValue(localID, out entity))
@@ -230,6 +271,10 @@ namespace OpenSim.Region.Framework.Scenes
230 else 271 else
231 return null; 272 return null;
232 } 273 }
274 finally
275 {
276 m_lock.ExitReadLock();
277 }
233 } 278 }
234 set 279 set
235 { 280 {
@@ -239,18 +284,28 @@ namespace OpenSim.Region.Framework.Scenes
239 284
240 public bool TryGetValue(UUID key, out EntityBase obj) 285 public bool TryGetValue(UUID key, out EntityBase obj)
241 { 286 {
242 lock (m_lock) 287 m_lock.EnterReadLock();
288 try
243 { 289 {
244 return m_eb_uuid.TryGetValue(key, out obj); 290 return m_eb_uuid.TryGetValue(key, out obj);
245 } 291 }
292 finally
293 {
294 m_lock.ExitReadLock();
295 }
246 } 296 }
247 297
248 public bool TryGetValue(uint key, out EntityBase obj) 298 public bool TryGetValue(uint key, out EntityBase obj)
249 { 299 {
250 lock (m_lock) 300 m_lock.EnterReadLock();
301 try
251 { 302 {
252 return m_eb_localID.TryGetValue(key, out obj); 303 return m_eb_localID.TryGetValue(key, out obj);
253 } 304 }
305 finally
306 {
307 m_lock.ExitReadLock();
308 }
254 } 309 }
255 310
256 /// <summary> 311 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index c434e4f..3fae5e6 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -55,8 +55,12 @@ namespace OpenSim.Region.Framework.Scenes
55 55
56 public delegate void OnTerrainTickDelegate(); 56 public delegate void OnTerrainTickDelegate();
57 57
58 public delegate void OnTerrainUpdateDelegate();
59
58 public event OnTerrainTickDelegate OnTerrainTick; 60 public event OnTerrainTickDelegate OnTerrainTick;
59 61
62 public event OnTerrainUpdateDelegate OnTerrainUpdate;
63
60 public delegate void OnBackupDelegate(IRegionDataStore datastore, bool forceBackup); 64 public delegate void OnBackupDelegate(IRegionDataStore datastore, bool forceBackup);
61 65
62 public event OnBackupDelegate OnBackup; 66 public event OnBackupDelegate OnBackup;
@@ -746,6 +750,26 @@ namespace OpenSim.Region.Framework.Scenes
746 } 750 }
747 } 751 }
748 } 752 }
753 public void TriggerTerrainUpdate()
754 {
755 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
756 if (handlerTerrainUpdate != null)
757 {
758 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
759 {
760 try
761 {
762 d();
763 }
764 catch (Exception e)
765 {
766 m_log.ErrorFormat(
767 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
768 e.Message, e.StackTrace);
769 }
770 }
771 }
772 }
749 773
750 public void TriggerTerrainTick() 774 public void TriggerTerrainTick()
751 { 775 {
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 272f718..3a3ec2b 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -140,6 +140,7 @@ namespace OpenSim.Region.Framework.Scenes
140 140
141 private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity) 141 private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity)
142 { 142 {
143 if (entity == null) return double.NaN;
143 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 144 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
144 if (presence != null) 145 if (presence != null)
145 { 146 {
@@ -150,11 +151,16 @@ namespace OpenSim.Region.Framework.Scenes
150 // Use group position for child prims 151 // Use group position for child prims
151 Vector3 entityPos = entity.AbsolutePosition; 152 Vector3 entityPos = entity.AbsolutePosition;
152 if (entity is SceneObjectPart) 153 if (entity is SceneObjectPart)
153 { 154 {
154 // Can't use Scene.GetGroupByPrim() here, since the entity may have been delete from the scene 155 SceneObjectGroup group = m_scene.GetGroupByPrim(entity.LocalId);
155 // before its scheduled update was triggered 156 if (group == null)
156 //entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; 157 {
157 entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition; 158 entityPos = entity.AbsolutePosition;
159 }
160 else
161 {
162 entityPos = group.AbsolutePosition;
163 }
158 } 164 }
159 else 165 else
160 { 166 {
@@ -199,9 +205,9 @@ namespace OpenSim.Region.Framework.Scenes
199 return 0.0; 205 return 0.0;
200 206
201 // Use group position for child prims 207 // Use group position for child prims
202 Vector3 entityPos = entity.AbsolutePosition; 208 Vector3 entityPos;
203 if (entity is SceneObjectPart) 209 if (entity is SceneObjectPart)
204 entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; 210 entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition;
205 else 211 else
206 entityPos = entity.AbsolutePosition; 212 entityPos = entity.AbsolutePosition;
207 213
@@ -224,12 +230,19 @@ namespace OpenSim.Region.Framework.Scenes
224 230
225 if (entity is SceneObjectPart) 231 if (entity is SceneObjectPart)
226 { 232 {
227 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
228 if (physActor == null || !physActor.IsPhysical)
229 priority += 100;
230
231 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment) 233 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment)
234 {
232 priority = 1.0; 235 priority = 1.0;
236 }
237 else
238 {
239 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
240 if (physActor == null || !physActor.IsPhysical)
241 priority += 100;
242 }
243
244 if (((SceneObjectPart)entity).ParentGroup.RootPart != (SceneObjectPart)entity)
245 priority +=1;
233 } 246 }
234 return priority; 247 return priority;
235 } 248 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index c49386a..ccbd880 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -98,34 +98,22 @@ namespace OpenSim.Region.Framework.Scenes
98 /// <param name="item"></param> 98 /// <param name="item"></param>
99 public bool AddInventoryItem(InventoryItemBase item) 99 public bool AddInventoryItem(InventoryItemBase item)
100 { 100 {
101 if (UUID.Zero == item.Folder) 101 InventoryFolderBase folder;
102
103 if (item.Folder == UUID.Zero)
102 { 104 {
103 InventoryFolderBase f = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType); 105 folder = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType);
104 if (f != null) 106 if (folder == null)
105 {
106// m_log.DebugFormat(
107// "[LOCAL INVENTORY SERVICES CONNECTOR]: Found folder {0} type {1} for item {2}",
108// f.Name, (AssetType)f.Type, item.Name);
109
110 item.Folder = f.ID;
111 }
112 else
113 { 107 {
114 f = InventoryService.GetRootFolder(item.Owner); 108 folder = InventoryService.GetRootFolder(item.Owner);
115 if (f != null) 109
116 { 110 if (folder == null)
117 item.Folder = f.ID;
118 }
119 else
120 {
121 m_log.WarnFormat(
122 "[AGENT INVENTORY]: Could not find root folder for {0} when trying to add item {1} with no parent folder specified",
123 item.Owner, item.Name);
124 return false; 111 return false;
125 }
126 } 112 }
113
114 item.Folder = folder.ID;
127 } 115 }
128 116
129 if (InventoryService.AddItem(item)) 117 if (InventoryService.AddItem(item))
130 { 118 {
131 int userlevel = 0; 119 int userlevel = 0;
@@ -251,8 +239,7 @@ namespace OpenSim.Region.Framework.Scenes
251 239
252 // Update item with new asset 240 // Update item with new asset
253 item.AssetID = asset.FullID; 241 item.AssetID = asset.FullID;
254 if (group.UpdateInventoryItem(item)) 242 group.UpdateInventoryItem(item);
255 remoteClient.SendAgentAlertMessage("Script saved", false);
256 243
257 part.GetProperties(remoteClient); 244 part.GetProperties(remoteClient);
258 245
@@ -263,12 +250,7 @@ namespace OpenSim.Region.Framework.Scenes
263 { 250 {
264 // Needs to determine which engine was running it and use that 251 // Needs to determine which engine was running it and use that
265 // 252 //
266 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 253 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
267 errors = part.Inventory.GetScriptErrors(item.ItemID);
268 }
269 else
270 {
271 remoteClient.SendAgentAlertMessage("Script saved", false);
272 } 254 }
273 part.ParentGroup.ResumeScripts(); 255 part.ParentGroup.ResumeScripts();
274 return errors; 256 return errors;
@@ -682,6 +664,8 @@ namespace OpenSim.Region.Framework.Scenes
682 return; 664 return;
683 } 665 }
684 666
667 if (newName == null) newName = item.Name;
668
685 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 669 AssetBase asset = AssetService.Get(item.AssetID.ToString());
686 670
687 if (asset != null) 671 if (asset != null)
@@ -729,6 +713,24 @@ namespace OpenSim.Region.Framework.Scenes
729 } 713 }
730 714
731 /// <summary> 715 /// <summary>
716 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
717 /// </summary>
718 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
719 {
720 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
721 foreach (InventoryItemBase b in items)
722 {
723 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
724 InventoryItemBase n = InventoryService.GetItem(b);
725 n.Folder = destfolder;
726 moveitems.Add(n);
727 remoteClient.SendInventoryItemCreateUpdate(n, 0);
728 }
729
730 MoveInventoryItem(remoteClient, moveitems);
731 }
732
733 /// <summary>
732 /// Move an item within the agent's inventory. 734 /// Move an item within the agent's inventory.
733 /// </summary> 735 /// </summary>
734 /// <param name="remoteClient"></param> 736 /// <param name="remoteClient"></param>
@@ -965,8 +967,12 @@ namespace OpenSim.Region.Framework.Scenes
965 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 967 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
966 { 968 {
967 SceneObjectPart part = GetSceneObjectPart(localID); 969 SceneObjectPart part = GetSceneObjectPart(localID);
968 SceneObjectGroup group = part.ParentGroup; 970 SceneObjectGroup group = null;
969 if (group != null) 971 if (part != null)
972 {
973 group = part.ParentGroup;
974 }
975 if (part != null && group != null)
970 { 976 {
971 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId)) 977 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
972 return; 978 return;
@@ -1413,13 +1419,6 @@ namespace OpenSim.Region.Framework.Scenes
1413 { 1419 {
1414 agentTransactions.HandleTaskItemUpdateFromTransaction( 1420 agentTransactions.HandleTaskItemUpdateFromTransaction(
1415 remoteClient, part, transactionID, currentItem); 1421 remoteClient, part, transactionID, currentItem);
1416
1417 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1418 remoteClient.SendAgentAlertMessage("Notecard saved", false);
1419 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1420 remoteClient.SendAgentAlertMessage("Script saved", false);
1421 else
1422 remoteClient.SendAgentAlertMessage("Item saved", false);
1423 } 1422 }
1424 1423
1425 // Base ALWAYS has move 1424 // Base ALWAYS has move
@@ -1547,7 +1546,7 @@ namespace OpenSim.Region.Framework.Scenes
1547 return; 1546 return;
1548 1547
1549 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1548 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1550 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1549 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1551 remoteClient.AgentId); 1550 remoteClient.AgentId);
1552 AssetService.Store(asset); 1551 AssetService.Store(asset);
1553 1552
@@ -1742,11 +1741,19 @@ namespace OpenSim.Region.Framework.Scenes
1742 // Invalid id 1741 // Invalid id
1743 SceneObjectPart part = GetSceneObjectPart(localID); 1742 SceneObjectPart part = GetSceneObjectPart(localID);
1744 if (part == null) 1743 if (part == null)
1744 {
1745 //Client still thinks the object exists, kill it
1746 SendKillObject(localID);
1745 continue; 1747 continue;
1748 }
1746 1749
1747 // Already deleted by someone else 1750 // Already deleted by someone else
1748 if (part.ParentGroup == null || part.ParentGroup.IsDeleted) 1751 if (part.ParentGroup == null || part.ParentGroup.IsDeleted)
1752 {
1753 //Client still thinks the object exists, kill it
1754 SendKillObject(localID);
1749 continue; 1755 continue;
1756 }
1750 1757
1751 // Can't delete child prims 1758 // Can't delete child prims
1752 if (part != part.ParentGroup.RootPart) 1759 if (part != part.ParentGroup.RootPart)
@@ -1768,15 +1775,21 @@ namespace OpenSim.Region.Framework.Scenes
1768 } 1775 }
1769 else 1776 else
1770 { 1777 {
1771 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1778 if (action == DeRezAction.TakeCopy)
1779 {
1780 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1781 permissionToTakeCopy = false;
1782 }
1783 else
1784 {
1772 permissionToTakeCopy = false; 1785 permissionToTakeCopy = false;
1786 }
1773 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1787 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1774 permissionToTake = false; 1788 permissionToTake = false;
1775 1789
1776 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1790 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1777 permissionToDelete = false; 1791 permissionToDelete = false;
1778 } 1792 }
1779
1780 } 1793 }
1781 1794
1782 // Handle god perms 1795 // Handle god perms
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 82e7d76..6b71426 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -136,6 +136,7 @@ namespace OpenSim.Region.Framework.Scenes
136 protected SceneCommunicationService m_sceneGridService; 136 protected SceneCommunicationService m_sceneGridService;
137 public bool LoginsDisabled = true; 137 public bool LoginsDisabled = true;
138 public bool LoadingPrims = false; 138 public bool LoadingPrims = false;
139 public bool CombineRegions = false;
139 140
140 public new float TimeDilation 141 public new float TimeDilation
141 { 142 {
@@ -149,6 +150,20 @@ namespace OpenSim.Region.Framework.Scenes
149 150
150 public IXfer XferManager; 151 public IXfer XferManager;
151 152
153 protected ISnmpModule m_snmpService = null;
154 public ISnmpModule SnmpService
155 {
156 get
157 {
158 if (m_snmpService == null)
159 {
160 m_snmpService = RequestModuleInterface<ISnmpModule>();
161 }
162
163 return m_snmpService;
164 }
165 }
166
152 protected IAssetService m_AssetService; 167 protected IAssetService m_AssetService;
153 protected IAuthorizationService m_AuthorizationService; 168 protected IAuthorizationService m_AuthorizationService;
154 169
@@ -383,6 +398,7 @@ namespace OpenSim.Region.Framework.Scenes
383 private bool m_firstHeartbeat = true; 398 private bool m_firstHeartbeat = true;
384 399
385 private object m_deleting_scene_object = new object(); 400 private object m_deleting_scene_object = new object();
401 private object m_cleaningAttachments = new object();
386 402
387 // the minimum time that must elapse before a changed object will be considered for persisted 403 // the minimum time that must elapse before a changed object will be considered for persisted
388 public long m_dontPersistBefore = DEFAULT_MIN_TIME_FOR_PERSISTENCE * 10000000L; 404 public long m_dontPersistBefore = DEFAULT_MIN_TIME_FOR_PERSISTENCE * 10000000L;
@@ -543,6 +559,8 @@ namespace OpenSim.Region.Framework.Scenes
543 559
544 // Load region settings 560 // Load region settings
545 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID); 561 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID);
562 m_regInfo.WindlightSettings = m_storageManager.DataStore.LoadRegionWindlightSettings(m_regInfo.RegionID);
563
546 if (m_storageManager.EstateDataStore != null) 564 if (m_storageManager.EstateDataStore != null)
547 { 565 {
548 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID, false); 566 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID, false);
@@ -605,9 +623,10 @@ namespace OpenSim.Region.Framework.Scenes
605 //Animation states 623 //Animation states
606 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 624 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
607 // TODO: Change default to true once the feature is supported 625 // TODO: Change default to true once the feature is supported
608 m_usePreJump = startupConfig.GetBoolean("enableprejump", false); 626 m_usePreJump = startupConfig.GetBoolean("enableprejump", true);
609
610 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 627 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
628
629 m_log.DebugFormat("[SCENE]: prejump is {0}", m_usePreJump ? "ON" : "OFF");
611 if (RegionInfo.NonphysPrimMax > 0) 630 if (RegionInfo.NonphysPrimMax > 0)
612 { 631 {
613 m_maxNonphys = RegionInfo.NonphysPrimMax; 632 m_maxNonphys = RegionInfo.NonphysPrimMax;
@@ -639,6 +658,7 @@ namespace OpenSim.Region.Framework.Scenes
639 m_persistAfter *= 10000000; 658 m_persistAfter *= 10000000;
640 659
641 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 660 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
661 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
642 662
643 IConfig packetConfig = m_config.Configs["PacketPool"]; 663 IConfig packetConfig = m_config.Configs["PacketPool"];
644 if (packetConfig != null) 664 if (packetConfig != null)
@@ -648,6 +668,7 @@ namespace OpenSim.Region.Framework.Scenes
648 } 668 }
649 669
650 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 670 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
671 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
651 672
652 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 673 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
653 if (m_generateMaptiles) 674 if (m_generateMaptiles)
@@ -672,9 +693,9 @@ namespace OpenSim.Region.Framework.Scenes
672 } 693 }
673 } 694 }
674 } 695 }
675 catch 696 catch (Exception e)
676 { 697 {
677 m_log.Warn("[SCENE]: Failed to load StartupConfig"); 698 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
678 } 699 }
679 700
680 #endregion Region Config 701 #endregion Region Config
@@ -911,6 +932,15 @@ namespace OpenSim.Region.Framework.Scenes
911 /// <param name="seconds">float indicating duration before restart.</param> 932 /// <param name="seconds">float indicating duration before restart.</param>
912 public virtual void Restart(float seconds) 933 public virtual void Restart(float seconds)
913 { 934 {
935 Restart(seconds, true);
936 }
937
938 /// <summary>
939 /// Given float seconds, this will restart the region. showDialog will optionally alert the users.
940 /// </summary>
941 /// <param name="seconds">float indicating duration before restart.</param>
942 public virtual void Restart(float seconds, bool showDialog)
943 {
914 // notifications are done in 15 second increments 944 // notifications are done in 15 second increments
915 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request 945 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request
916 // It's a 'Cancel restart' request. 946 // It's a 'Cancel restart' request.
@@ -931,8 +961,11 @@ namespace OpenSim.Region.Framework.Scenes
931 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed); 961 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed);
932 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes"); 962 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes");
933 m_restartTimer.Start(); 963 m_restartTimer.Start();
934 m_dialogModule.SendNotificationToUsersInRegion( 964 if (showDialog)
965 {
966 m_dialogModule.SendNotificationToUsersInRegion(
935 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0))); 967 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0)));
968 }
936 } 969 }
937 } 970 }
938 971
@@ -1127,6 +1160,7 @@ namespace OpenSim.Region.Framework.Scenes
1127 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1160 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1128 if (HeartbeatThread != null) 1161 if (HeartbeatThread != null)
1129 { 1162 {
1163 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1130 HeartbeatThread.Abort(); 1164 HeartbeatThread.Abort();
1131 HeartbeatThread = null; 1165 HeartbeatThread = null;
1132 } 1166 }
@@ -1290,16 +1324,16 @@ namespace OpenSim.Region.Framework.Scenes
1290 // Check if any objects have reached their targets 1324 // Check if any objects have reached their targets
1291 CheckAtTargets(); 1325 CheckAtTargets();
1292 1326
1293 // Update SceneObjectGroups that have scheduled themselves for updates
1294 // Objects queue their updates onto all scene presences
1295 if (m_frame % m_update_objects == 0)
1296 m_sceneGraph.UpdateObjectGroups();
1297
1298 // Run through all ScenePresences looking for updates 1327 // Run through all ScenePresences looking for updates
1299 // Presence updates and queued object updates for each presence are sent to clients 1328 // Presence updates and queued object updates for each presence are sent to clients
1300 if (m_frame % m_update_presences == 0) 1329 if (m_frame % m_update_presences == 0)
1301 m_sceneGraph.UpdatePresences(); 1330 m_sceneGraph.UpdatePresences();
1302 1331
1332 // Update SceneObjectGroups that have scheduled themselves for updates
1333 // Objects queue their updates onto all scene presences
1334 if (m_frame % m_update_objects == 0)
1335 m_sceneGraph.UpdateObjectGroups();
1336
1303 if (m_frame % m_update_coarse_locations == 0) 1337 if (m_frame % m_update_coarse_locations == 0)
1304 { 1338 {
1305 List<Vector3> coarseLocations; 1339 List<Vector3> coarseLocations;
@@ -1632,6 +1666,7 @@ namespace OpenSim.Region.Framework.Scenes
1632 public void StoreWindlightProfile(RegionLightShareData wl) 1666 public void StoreWindlightProfile(RegionLightShareData wl)
1633 { 1667 {
1634 m_regInfo.WindlightSettings = wl; 1668 m_regInfo.WindlightSettings = wl;
1669 wl.Save();
1635 m_storageManager.DataStore.StoreRegionWindlightSettings(wl); 1670 m_storageManager.DataStore.StoreRegionWindlightSettings(wl);
1636 m_eventManager.TriggerOnSaveNewWindlightProfile(); 1671 m_eventManager.TriggerOnSaveNewWindlightProfile();
1637 } 1672 }
@@ -1793,14 +1828,24 @@ namespace OpenSim.Region.Framework.Scenes
1793 /// <returns></returns> 1828 /// <returns></returns>
1794 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1829 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1795 { 1830 {
1831
1832 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1833 Vector3 wpos = Vector3.Zero;
1834 // Check for water surface intersection from above
1835 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1836 {
1837 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1838 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1839 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1840 wpos.Z = wheight;
1841 }
1842
1796 Vector3 pos = Vector3.Zero; 1843 Vector3 pos = Vector3.Zero;
1797 if (RayEndIsIntersection == (byte)1) 1844 if (RayEndIsIntersection == (byte)1)
1798 { 1845 {
1799 pos = RayEnd; 1846 pos = RayEnd;
1800 return pos;
1801 } 1847 }
1802 1848 else if (RayTargetID != UUID.Zero)
1803 if (RayTargetID != UUID.Zero)
1804 { 1849 {
1805 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1850 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1806 1851
@@ -1822,7 +1867,7 @@ namespace OpenSim.Region.Framework.Scenes
1822 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1867 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1823 1868
1824 // Un-comment out the following line to Get Raytrace results printed to the console. 1869 // Un-comment out the following line to Get Raytrace results printed to the console.
1825 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1870 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1826 float ScaleOffset = 0.5f; 1871 float ScaleOffset = 0.5f;
1827 1872
1828 // If we hit something 1873 // If we hit something
@@ -1845,13 +1890,10 @@ namespace OpenSim.Region.Framework.Scenes
1845 //pos.Z -= 0.25F; 1890 //pos.Z -= 0.25F;
1846 1891
1847 } 1892 }
1848
1849 return pos;
1850 } 1893 }
1851 else 1894 else
1852 { 1895 {
1853 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1896 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1854
1855 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1897 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1856 1898
1857 // Un-comment the following line to print the raytrace results to the console. 1899 // Un-comment the following line to print the raytrace results to the console.
@@ -1860,13 +1902,12 @@ namespace OpenSim.Region.Framework.Scenes
1860 if (ei.HitTF) 1902 if (ei.HitTF)
1861 { 1903 {
1862 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1904 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1863 } else 1905 }
1906 else
1864 { 1907 {
1865 // fall back to our stupid functionality 1908 // fall back to our stupid functionality
1866 pos = RayEnd; 1909 pos = RayEnd;
1867 } 1910 }
1868
1869 return pos;
1870 } 1911 }
1871 } 1912 }
1872 else 1913 else
@@ -1877,8 +1918,12 @@ namespace OpenSim.Region.Framework.Scenes
1877 //increase height so its above the ground. 1918 //increase height so its above the ground.
1878 //should be getting the normal of the ground at the rez point and using that? 1919 //should be getting the normal of the ground at the rez point and using that?
1879 pos.Z += scale.Z / 2f; 1920 pos.Z += scale.Z / 2f;
1880 return pos; 1921// return pos;
1881 } 1922 }
1923
1924 // check against posible water intercept
1925 if (wpos.Z > pos.Z) pos = wpos;
1926 return pos;
1882 } 1927 }
1883 1928
1884 1929
@@ -2035,6 +2080,15 @@ namespace OpenSim.Region.Framework.Scenes
2035 /// </summary> 2080 /// </summary>
2036 public void DeleteAllSceneObjects() 2081 public void DeleteAllSceneObjects()
2037 { 2082 {
2083 DeleteAllSceneObjects(false);
2084 }
2085
2086 /// <summary>
2087 /// Delete every object from the scene. This does not include attachments worn by avatars.
2088 /// </summary>
2089 public void DeleteAllSceneObjects(bool exceptNoCopy)
2090 {
2091 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2038 lock (Entities) 2092 lock (Entities)
2039 { 2093 {
2040 ICollection<EntityBase> entities = new List<EntityBase>(Entities); 2094 ICollection<EntityBase> entities = new List<EntityBase>(Entities);
@@ -2044,11 +2098,24 @@ namespace OpenSim.Region.Framework.Scenes
2044 if (e is SceneObjectGroup) 2098 if (e is SceneObjectGroup)
2045 { 2099 {
2046 SceneObjectGroup sog = (SceneObjectGroup)e; 2100 SceneObjectGroup sog = (SceneObjectGroup)e;
2047 if (!sog.IsAttachment) 2101 if (sog != null && !sog.IsAttachment)
2048 DeleteSceneObject((SceneObjectGroup)e, false); 2102 {
2103 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2104 {
2105 DeleteSceneObject((SceneObjectGroup)e, false);
2106 }
2107 else
2108 {
2109 toReturn.Add((SceneObjectGroup)e);
2110 }
2111 }
2049 } 2112 }
2050 } 2113 }
2051 } 2114 }
2115 if (toReturn.Count > 0)
2116 {
2117 returnObjects(toReturn.ToArray(), UUID.Zero);
2118 }
2052 } 2119 }
2053 2120
2054 /// <summary> 2121 /// <summary>
@@ -2428,6 +2495,12 @@ namespace OpenSim.Region.Framework.Scenes
2428 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2495 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2429 public bool AddSceneObject(SceneObjectGroup sceneObject) 2496 public bool AddSceneObject(SceneObjectGroup sceneObject)
2430 { 2497 {
2498 if (sceneObject.OwnerID == UUID.Zero)
2499 {
2500 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2501 return false;
2502 }
2503
2431 // If the user is banned, we won't let any of their objects 2504 // If the user is banned, we won't let any of their objects
2432 // enter. Period. 2505 // enter. Period.
2433 // 2506 //
@@ -2477,15 +2550,28 @@ namespace OpenSim.Region.Framework.Scenes
2477 2550
2478 if (AttachmentsModule != null) 2551 if (AttachmentsModule != null)
2479 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false); 2552 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false);
2553
2554 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was found, attaching", sceneObject.UUID);
2480 } 2555 }
2481 else 2556 else
2482 { 2557 {
2558 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2483 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2559 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2484 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2560 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2485 } 2561 }
2562 if (sceneObject.OwnerID == UUID.Zero)
2563 {
2564 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2565 return false;
2566 }
2486 } 2567 }
2487 else 2568 else
2488 { 2569 {
2570 if (sceneObject.OwnerID == UUID.Zero)
2571 {
2572 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2573 return false;
2574 }
2489 AddRestoredSceneObject(sceneObject, true, false); 2575 AddRestoredSceneObject(sceneObject, true, false);
2490 2576
2491 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2577 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2758,6 +2844,7 @@ namespace OpenSim.Region.Framework.Scenes
2758 client.OnFetchInventory += HandleFetchInventory; 2844 client.OnFetchInventory += HandleFetchInventory;
2759 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2845 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2760 client.OnCopyInventoryItem += CopyInventoryItem; 2846 client.OnCopyInventoryItem += CopyInventoryItem;
2847 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2761 client.OnMoveInventoryItem += MoveInventoryItem; 2848 client.OnMoveInventoryItem += MoveInventoryItem;
2762 client.OnRemoveInventoryItem += RemoveInventoryItem; 2849 client.OnRemoveInventoryItem += RemoveInventoryItem;
2763 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2850 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2936,15 +3023,16 @@ namespace OpenSim.Region.Framework.Scenes
2936 /// </summary> 3023 /// </summary>
2937 /// <param name="agentId">The avatar's Unique ID</param> 3024 /// <param name="agentId">The avatar's Unique ID</param>
2938 /// <param name="client">The IClientAPI for the client</param> 3025 /// <param name="client">The IClientAPI for the client</param>
2939 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3026 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
2940 { 3027 {
2941 if (m_teleportModule != null) 3028 if (m_teleportModule != null)
2942 m_teleportModule.TeleportHome(agentId, client); 3029 return m_teleportModule.TeleportHome(agentId, client);
2943 else 3030 else
2944 { 3031 {
2945 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3032 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
2946 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3033 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
2947 } 3034 }
3035 return false;
2948 } 3036 }
2949 3037
2950 /// <summary> 3038 /// <summary>
@@ -3043,6 +3131,16 @@ namespace OpenSim.Region.Framework.Scenes
3043 /// <param name="flags"></param> 3131 /// <param name="flags"></param>
3044 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3132 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3045 { 3133 {
3134 //Add half the avatar's height so that the user doesn't fall through prims
3135 ScenePresence presence;
3136 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3137 {
3138 if (presence.Appearance != null)
3139 {
3140 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3141 }
3142 }
3143
3046 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3144 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3047 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3145 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3048 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3146 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3137,7 +3235,9 @@ namespace OpenSim.Region.Framework.Scenes
3137 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3235 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3138 3236
3139 } 3237 }
3238 m_log.Debug("[Scene] Beginning ClientClosed");
3140 m_eventManager.TriggerClientClosed(agentID, this); 3239 m_eventManager.TriggerClientClosed(agentID, this);
3240 m_log.Debug("[Scene] Finished ClientClosed");
3141 } 3241 }
3142 catch (NullReferenceException) 3242 catch (NullReferenceException)
3143 { 3243 {
@@ -3145,7 +3245,10 @@ namespace OpenSim.Region.Framework.Scenes
3145 // Avatar is already disposed :/ 3245 // Avatar is already disposed :/
3146 } 3246 }
3147 3247
3248 m_log.Debug("[Scene] Beginning OnRemovePresence");
3148 m_eventManager.TriggerOnRemovePresence(agentID); 3249 m_eventManager.TriggerOnRemovePresence(agentID);
3250 m_log.Debug("[Scene] Finished OnRemovePresence");
3251
3149 ForEachClient( 3252 ForEachClient(
3150 delegate(IClientAPI client) 3253 delegate(IClientAPI client)
3151 { 3254 {
@@ -3161,8 +3264,11 @@ namespace OpenSim.Region.Framework.Scenes
3161 } 3264 }
3162 3265
3163 // Remove the avatar from the scene 3266 // Remove the avatar from the scene
3267 m_log.Debug("[Scene] Begin RemoveScenePresence");
3164 m_sceneGraph.RemoveScenePresence(agentID); 3268 m_sceneGraph.RemoveScenePresence(agentID);
3269 m_log.Debug("[Scene] Finished RemoveScenePresence. Removing the client manager");
3165 m_clientManager.Remove(agentID); 3270 m_clientManager.Remove(agentID);
3271 m_log.Debug("[Scene] Removed the client manager. Firing avatar.close");
3166 3272
3167 try 3273 try
3168 { 3274 {
@@ -3176,8 +3282,10 @@ namespace OpenSim.Region.Framework.Scenes
3176 { 3282 {
3177 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString()); 3283 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString());
3178 } 3284 }
3179 3285 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3180 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3286 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3287 CleanDroppedAttachments();
3288 m_log.Debug("[Scene] The avatar has left the building");
3181 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3289 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3182 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3290 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3183 } 3291 }
@@ -3317,6 +3425,7 @@ namespace OpenSim.Region.Framework.Scenes
3317 { 3425 {
3318 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3426 if (land != null && !TestLandRestrictions(agent, land, out reason))
3319 { 3427 {
3428 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3320 return false; 3429 return false;
3321 } 3430 }
3322 } 3431 }
@@ -3374,6 +3483,8 @@ namespace OpenSim.Region.Framework.Scenes
3374 3483
3375 if (vialogin) 3484 if (vialogin)
3376 { 3485 {
3486 CleanDroppedAttachments();
3487
3377 if (TestBorderCross(agent.startpos, Cardinals.E)) 3488 if (TestBorderCross(agent.startpos, Cardinals.E))
3378 { 3489 {
3379 Border crossedBorder = GetCrossedBorder(agent.startpos, Cardinals.E); 3490 Border crossedBorder = GetCrossedBorder(agent.startpos, Cardinals.E);
@@ -3430,6 +3541,8 @@ namespace OpenSim.Region.Framework.Scenes
3430 } 3541 }
3431 } 3542 }
3432 // Honor parcel landing type and position. 3543 // Honor parcel landing type and position.
3544 /*
3545 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3433 if (land != null) 3546 if (land != null)
3434 { 3547 {
3435 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3548 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3437,6 +3550,7 @@ namespace OpenSim.Region.Framework.Scenes
3437 agent.startpos = land.LandData.UserLocation; 3550 agent.startpos = land.LandData.UserLocation;
3438 } 3551 }
3439 } 3552 }
3553 */// This is now handled properly in ScenePresence.MakeRootAgent
3440 } 3554 }
3441 3555
3442 return true; 3556 return true;
@@ -3787,12 +3901,22 @@ namespace OpenSim.Region.Framework.Scenes
3787 return false; 3901 return false;
3788 } 3902 }
3789 3903
3904 public bool IncomingCloseAgent(UUID agentID)
3905 {
3906 return IncomingCloseAgent(agentID, false);
3907 }
3908
3909 public bool IncomingCloseChildAgent(UUID agentID)
3910 {
3911 return IncomingCloseAgent(agentID, true);
3912 }
3913
3790 /// <summary> 3914 /// <summary>
3791 /// Tell a single agent to disconnect from the region. 3915 /// Tell a single agent to disconnect from the region.
3792 /// </summary> 3916 /// </summary>
3793 /// <param name="regionHandle"></param>
3794 /// <param name="agentID"></param> 3917 /// <param name="agentID"></param>
3795 public bool IncomingCloseAgent(UUID agentID) 3918 /// <param name="childOnly"></param>
3919 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3796 { 3920 {
3797 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 3921 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3798 3922
@@ -3804,7 +3928,7 @@ namespace OpenSim.Region.Framework.Scenes
3804 { 3928 {
3805 m_sceneGraph.removeUserCount(false); 3929 m_sceneGraph.removeUserCount(false);
3806 } 3930 }
3807 else 3931 else if (!childOnly)
3808 { 3932 {
3809 m_sceneGraph.removeUserCount(true); 3933 m_sceneGraph.removeUserCount(true);
3810 } 3934 }
@@ -3820,9 +3944,12 @@ namespace OpenSim.Region.Framework.Scenes
3820 } 3944 }
3821 else 3945 else
3822 presence.ControllingClient.SendShutdownConnectionNotice(); 3946 presence.ControllingClient.SendShutdownConnectionNotice();
3947 presence.ControllingClient.Close(false);
3948 }
3949 else if (!childOnly)
3950 {
3951 presence.ControllingClient.Close(true);
3823 } 3952 }
3824
3825 presence.ControllingClient.Close();
3826 return true; 3953 return true;
3827 } 3954 }
3828 3955
@@ -4442,7 +4569,7 @@ namespace OpenSim.Region.Framework.Scenes
4442 // 4569 //
4443 int health=1; // Start at 1, means we're up 4570 int health=1; // Start at 1, means we're up
4444 4571
4445 if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) 4572 if (m_firstHeartbeat || ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000))
4446 health+=1; 4573 health+=1;
4447 else 4574 else
4448 return health; 4575 return health;
@@ -4944,5 +5071,45 @@ namespace OpenSim.Region.Framework.Scenes
4944 throw new Exception(error); 5071 throw new Exception(error);
4945 } 5072 }
4946 } 5073 }
5074
5075 public void CleanDroppedAttachments()
5076 {
5077 List<SceneObjectGroup> objectsToDelete =
5078 new List<SceneObjectGroup>();
5079
5080 lock (m_cleaningAttachments)
5081 {
5082 ForEachSOG(delegate (SceneObjectGroup grp)
5083 {
5084 if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5085 {
5086 UUID agentID = grp.OwnerID;
5087 if (agentID == UUID.Zero)
5088 {
5089 objectsToDelete.Add(grp);
5090 return;
5091 }
5092
5093 ScenePresence sp = GetScenePresence(agentID);
5094 if (sp == null)
5095 {
5096 objectsToDelete.Add(grp);
5097 return;
5098 }
5099 }
5100 });
5101 }
5102
5103 if (objectsToDelete.Count > 0)
5104 {
5105 m_log.DebugFormat("[SCENE]: Starting delete of {0} dropped attachments", objectsToDelete.Count);
5106 foreach (SceneObjectGroup grp in objectsToDelete)
5107 {
5108 m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5109 DeleteSceneObject(grp, true);
5110 }
5111 m_log.Debug("[SCENE]: Finished dropped attachment deletion");
5112 }
5113 }
4947 } 5114 }
4948} 5115}
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 88e084e..1293d5d 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -168,7 +168,7 @@ namespace OpenSim.Region.Framework.Scenes
168 168
169 if (neighbour != null) 169 if (neighbour != null)
170 { 170 {
171 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 171 // m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
172 m_scene.EventManager.TriggerOnRegionUp(neighbour); 172 m_scene.EventManager.TriggerOnRegionUp(neighbour);
173 } 173 }
174 else 174 else
@@ -183,7 +183,7 @@ namespace OpenSim.Region.Framework.Scenes
183 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 183 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
184 184
185 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 185 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
186 m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count); 186 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
187 foreach (GridRegion n in neighbours) 187 foreach (GridRegion n in neighbours)
188 { 188 {
189 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 189 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -267,14 +267,14 @@ namespace OpenSim.Region.Framework.Scenes
267 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle) 267 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
268 { 268 {
269 269
270 m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle); 270 //m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle);
271 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 271 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
272 272
273 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID); 273 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
274 uint x = 0, y = 0; 274 uint x = 0, y = 0;
275 Utils.LongToUInts(regionHandle, out x, out y); 275 Utils.LongToUInts(regionHandle, out x, out y);
276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y); 276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
277 m_scene.SimulationService.CloseAgent(destination, agentID); 277 m_scene.SimulationService.CloseChildAgent(destination, agentID);
278 } 278 }
279 279
280 private void SendCloseChildAgentCompleted(IAsyncResult iar) 280 private void SendCloseChildAgentCompleted(IAsyncResult iar)
@@ -293,7 +293,7 @@ namespace OpenSim.Region.Framework.Scenes
293 d); 293 d);
294 } 294 }
295 } 295 }
296 296
297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
298 { 298 {
299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index dfb26b9..905c683 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -43,6 +43,12 @@ namespace OpenSim.Region.Framework.Scenes
43 43
44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone); 44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone);
45 45
46 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
49
50 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
51
46 public delegate void ObjectCreateDelegate(EntityBase obj); 52 public delegate void ObjectCreateDelegate(EntityBase obj);
47 53
48 public delegate void ObjectDeleteDelegate(EntityBase obj); 54 public delegate void ObjectDeleteDelegate(EntityBase obj);
@@ -61,6 +67,9 @@ namespace OpenSim.Region.Framework.Scenes
61 private PhysicsCrash handlerPhysicsCrash = null; 67 private PhysicsCrash handlerPhysicsCrash = null;
62 68
63 public event ObjectDuplicateDelegate OnObjectDuplicate; 69 public event ObjectDuplicateDelegate OnObjectDuplicate;
70 public event AttachToBackupDelegate OnAttachToBackup;
71 public event DetachFromBackupDelegate OnDetachFromBackup;
72 public event ChangedBackupDelegate OnChangeBackup;
64 public event ObjectCreateDelegate OnObjectCreate; 73 public event ObjectCreateDelegate OnObjectCreate;
65 public event ObjectDeleteDelegate OnObjectRemove; 74 public event ObjectDeleteDelegate OnObjectRemove;
66 75
@@ -68,7 +77,7 @@ namespace OpenSim.Region.Framework.Scenes
68 77
69 #region Fields 78 #region Fields
70 79
71 protected object m_presenceLock = new object(); 80 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 81 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 82 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
74 83
@@ -127,13 +136,18 @@ namespace OpenSim.Region.Framework.Scenes
127 136
128 protected internal void Close() 137 protected internal void Close()
129 { 138 {
130 lock (m_presenceLock) 139 m_scenePresencesLock.EnterWriteLock();
140 try
131 { 141 {
132 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 142 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
133 List<ScenePresence> newlist = new List<ScenePresence>(); 143 List<ScenePresence> newlist = new List<ScenePresence>();
134 m_scenePresenceMap = newmap; 144 m_scenePresenceMap = newmap;
135 m_scenePresenceArray = newlist; 145 m_scenePresenceArray = newlist;
136 } 146 }
147 finally
148 {
149 m_scenePresencesLock.ExitWriteLock();
150 }
137 151
138 lock (SceneObjectGroupsByFullID) 152 lock (SceneObjectGroupsByFullID)
139 SceneObjectGroupsByFullID.Clear(); 153 SceneObjectGroupsByFullID.Clear();
@@ -212,27 +226,8 @@ namespace OpenSim.Region.Framework.Scenes
212 if (sp.IsChildAgent) 226 if (sp.IsChildAgent)
213 return; 227 return;
214 228
215 if (sp.ParentID != 0) 229 coarseLocations.Add(sp.AbsolutePosition);
216 { 230 avatarUUIDs.Add(sp.UUID);
217 // sitting avatar
218 SceneObjectPart sop = m_parentScene.GetSceneObjectPart(sp.ParentID);
219 if (sop != null)
220 {
221 coarseLocations.Add(sop.AbsolutePosition + sp.AbsolutePosition);
222 avatarUUIDs.Add(sp.UUID);
223 }
224 else
225 {
226 // we can't find the parent.. ! arg!
227 coarseLocations.Add(sp.AbsolutePosition);
228 avatarUUIDs.Add(sp.UUID);
229 }
230 }
231 else
232 {
233 coarseLocations.Add(sp.AbsolutePosition);
234 avatarUUIDs.Add(sp.UUID);
235 }
236 } 231 }
237 } 232 }
238 233
@@ -262,6 +257,33 @@ namespace OpenSim.Region.Framework.Scenes
262 protected internal bool AddRestoredSceneObject( 257 protected internal bool AddRestoredSceneObject(
263 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 258 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
264 { 259 {
260 if (!m_parentScene.CombineRegions)
261 {
262 // KF: Check for out-of-region, move inside and make static.
263 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
264 sceneObject.RootPart.GroupPosition.Y,
265 sceneObject.RootPart.GroupPosition.Z);
266 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 ||
267 npos.X > Constants.RegionSize ||
268 npos.Y > Constants.RegionSize))
269 {
270 if (npos.X < 0.0) npos.X = 1.0f;
271 if (npos.Y < 0.0) npos.Y = 1.0f;
272 if (npos.Z < 0.0) npos.Z = 0.0f;
273 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
274 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
275
276 foreach (SceneObjectPart part in sceneObject.Children.Values)
277 {
278 part.GroupPosition = npos;
279 }
280 sceneObject.RootPart.Velocity = Vector3.Zero;
281 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
282 sceneObject.RootPart.Acceleration = Vector3.Zero;
283 sceneObject.RootPart.Velocity = Vector3.Zero;
284 }
285 }
286
265 if (!alreadyPersisted) 287 if (!alreadyPersisted)
266 { 288 {
267 sceneObject.ForceInventoryPersistence(); 289 sceneObject.ForceInventoryPersistence();
@@ -473,6 +495,30 @@ namespace OpenSim.Region.Framework.Scenes
473 } 495 }
474 } 496 }
475 497
498 public void FireAttachToBackup(SceneObjectGroup obj)
499 {
500 if (OnAttachToBackup != null)
501 {
502 OnAttachToBackup(obj);
503 }
504 }
505
506 public void FireDetachFromBackup(SceneObjectGroup obj)
507 {
508 if (OnDetachFromBackup != null)
509 {
510 OnDetachFromBackup(obj);
511 }
512 }
513
514 public void FireChangeBackup(SceneObjectGroup obj)
515 {
516 if (OnChangeBackup != null)
517 {
518 OnChangeBackup(obj);
519 }
520 }
521
476 /// <summary> 522 /// <summary>
477 /// Process all pending updates 523 /// Process all pending updates
478 /// </summary> 524 /// </summary>
@@ -609,7 +655,8 @@ namespace OpenSim.Region.Framework.Scenes
609 655
610 Entities[presence.UUID] = presence; 656 Entities[presence.UUID] = presence;
611 657
612 lock (m_presenceLock) 658 m_scenePresencesLock.EnterWriteLock();
659 try
613 { 660 {
614 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 661 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
615 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 662 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -633,6 +680,10 @@ namespace OpenSim.Region.Framework.Scenes
633 m_scenePresenceMap = newmap; 680 m_scenePresenceMap = newmap;
634 m_scenePresenceArray = newlist; 681 m_scenePresenceArray = newlist;
635 } 682 }
683 finally
684 {
685 m_scenePresencesLock.ExitWriteLock();
686 }
636 } 687 }
637 688
638 /// <summary> 689 /// <summary>
@@ -647,7 +698,8 @@ namespace OpenSim.Region.Framework.Scenes
647 agentID); 698 agentID);
648 } 699 }
649 700
650 lock (m_presenceLock) 701 m_scenePresencesLock.EnterWriteLock();
702 try
651 { 703 {
652 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 704 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
653 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 705 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -669,6 +721,10 @@ namespace OpenSim.Region.Framework.Scenes
669 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 721 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
670 } 722 }
671 } 723 }
724 finally
725 {
726 m_scenePresencesLock.ExitWriteLock();
727 }
672 } 728 }
673 729
674 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 730 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1084,9 +1140,11 @@ namespace OpenSim.Region.Framework.Scenes
1084 /// <param name="action"></param> 1140 /// <param name="action"></param>
1085 protected internal void ForEachSOG(Action<SceneObjectGroup> action) 1141 protected internal void ForEachSOG(Action<SceneObjectGroup> action)
1086 { 1142 {
1087 List<SceneObjectGroup> objlist = new List<SceneObjectGroup>(SceneObjectGroupsByFullID.Values); 1143 List<EntityBase> objlist = Entities.GetAllByType<SceneObjectGroup>();
1088 foreach (SceneObjectGroup obj in objlist) 1144 foreach (EntityBase ent in objlist)
1089 { 1145 {
1146 SceneObjectGroup obj = (SceneObjectGroup)ent;
1147
1090 try 1148 try
1091 { 1149 {
1092 action(obj); 1150 action(obj);
@@ -1543,10 +1601,13 @@ namespace OpenSim.Region.Framework.Scenes
1543 /// <param name="childPrims"></param> 1601 /// <param name="childPrims"></param>
1544 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1602 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1545 { 1603 {
1604 SceneObjectGroup parentGroup = root.ParentGroup;
1605 if (parentGroup == null) return;
1546 Monitor.Enter(m_updateLock); 1606 Monitor.Enter(m_updateLock);
1607
1547 try 1608 try
1548 { 1609 {
1549 SceneObjectGroup parentGroup = root.ParentGroup; 1610 parentGroup.areUpdatesSuspended = true;
1550 1611
1551 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1612 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1552 if (parentGroup != null) 1613 if (parentGroup != null)
@@ -1558,11 +1619,6 @@ namespace OpenSim.Region.Framework.Scenes
1558 1619
1559 if (child != null) 1620 if (child != null)
1560 { 1621 {
1561 // Make sure no child prim is set for sale
1562 // So that, on delink, no prims are unwittingly
1563 // left for sale and sold off
1564 child.RootPart.ObjectSaleType = 0;
1565 child.RootPart.SalePrice = 10;
1566 childGroups.Add(child); 1622 childGroups.Add(child);
1567 } 1623 }
1568 } 1624 }
@@ -1585,12 +1641,12 @@ namespace OpenSim.Region.Framework.Scenes
1585 // occur on link to invoke this elsewhere (such as object selection) 1641 // occur on link to invoke this elsewhere (such as object selection)
1586 parentGroup.RootPart.CreateSelected = true; 1642 parentGroup.RootPart.CreateSelected = true;
1587 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1643 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1588 parentGroup.HasGroupChanged = true;
1589 parentGroup.ScheduleGroupForFullUpdate();
1590
1591 } 1644 }
1592 finally 1645 finally
1593 { 1646 {
1647 parentGroup.areUpdatesSuspended = false;
1648 parentGroup.HasGroupChanged = true;
1649 parentGroup.ScheduleGroupForFullUpdate();
1594 Monitor.Exit(m_updateLock); 1650 Monitor.Exit(m_updateLock);
1595 } 1651 }
1596 } 1652 }
@@ -1627,16 +1683,24 @@ namespace OpenSim.Region.Framework.Scenes
1627 } 1683 }
1628 } 1684 }
1629 1685
1630 foreach (SceneObjectPart child in childParts) 1686 if (childParts.Count > 0)
1631 { 1687 {
1632 // Unlink all child parts from their groups 1688 try
1633 // 1689 {
1634 child.ParentGroup.DelinkFromGroup(child, true); 1690 childParts[0].ParentGroup.areUpdatesSuspended = true;
1635 1691 foreach (SceneObjectPart child in childParts)
1636 // These are not in affected groups and will not be 1692 {
1637 // handled further. Do the honors here. 1693 // Unlink all child parts from their groups
1638 child.ParentGroup.HasGroupChanged = true; 1694 //
1639 child.ParentGroup.ScheduleGroupForFullUpdate(); 1695 child.ParentGroup.DelinkFromGroup(child, true);
1696 child.ParentGroup.HasGroupChanged = true;
1697 child.ParentGroup.ScheduleGroupForFullUpdate();
1698 }
1699 }
1700 finally
1701 {
1702 childParts[0].ParentGroup.areUpdatesSuspended = false;
1703 }
1640 } 1704 }
1641 1705
1642 foreach (SceneObjectPart root in rootParts) 1706 foreach (SceneObjectPart root in rootParts)
@@ -1667,10 +1731,21 @@ namespace OpenSim.Region.Framework.Scenes
1667 if (numChildren > 1) 1731 if (numChildren > 1)
1668 sendEventsToRemainder = false; 1732 sendEventsToRemainder = false;
1669 1733
1670 foreach (SceneObjectPart p in newSet) 1734 if (newSet.Count > 0)
1671 { 1735 {
1672 if (p != group.RootPart) 1736 try
1673 group.DelinkFromGroup(p, sendEventsToRemainder); 1737 {
1738 newSet[0].ParentGroup.areUpdatesSuspended = true;
1739 foreach (SceneObjectPart p in newSet)
1740 {
1741 if (p != group.RootPart)
1742 group.DelinkFromGroup(p, sendEventsToRemainder);
1743 }
1744 }
1745 finally
1746 {
1747 newSet[0].ParentGroup.areUpdatesSuspended = false;
1748 }
1674 } 1749 }
1675 1750
1676 // If there is more than one prim remaining, we 1751 // If there is more than one prim remaining, we
@@ -1829,9 +1904,6 @@ namespace OpenSim.Region.Framework.Scenes
1829 child.ApplyNextOwnerPermissions(); 1904 child.ApplyNextOwnerPermissions();
1830 } 1905 }
1831 } 1906 }
1832
1833 copy.RootPart.ObjectSaleType = 0;
1834 copy.RootPart.SalePrice = 10;
1835 } 1907 }
1836 1908
1837 Entities.Add(copy); 1909 Entities.Add(copy);
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 9a01a28..a7003c4 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -46,12 +46,12 @@ namespace OpenSim.Region.Framework.Scenes
46 /// </summary> 46 /// </summary>
47 public void ForceInventoryPersistence() 47 public void ForceInventoryPersistence()
48 { 48 {
49 lock (m_parts) 49 lockPartsForRead(true);
50 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
51 lockPartsForRead(false);
52 foreach (SceneObjectPart part in values)
50 { 53 {
51 foreach (SceneObjectPart part in m_parts.Values) 54 part.Inventory.ForceInventoryPersistence();
52 {
53 part.Inventory.ForceInventoryPersistence();
54 }
55 } 55 }
56 } 56 }
57 57
@@ -74,19 +74,17 @@ namespace OpenSim.Region.Framework.Scenes
74 /// <summary> 74 /// <summary>
75 /// Stop the scripts contained in all the prims in this group 75 /// Stop the scripts contained in all the prims in this group
76 /// </summary> 76 /// </summary>
77 /// <param name="sceneObjectBeingDeleted">
78 /// Should be true if these scripts are being removed because the scene
79 /// object is being deleted. This will prevent spurious updates to the client.
80 /// </param>
81 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 77 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
82 { 78 {
83 lock (m_parts) 79 lockPartsForRead(true);
80 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
81 lockPartsForRead(false);
82
83 foreach (SceneObjectPart part in values)
84 { 84 {
85 foreach (SceneObjectPart part in m_parts.Values) 85 part.Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
86 {
87 part.Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
88 }
89 } 86 }
87
90 } 88 }
91 89
92 /// <summary> 90 /// <summary>
@@ -424,6 +422,9 @@ namespace OpenSim.Region.Framework.Scenes
424 422
425 public void ResumeScripts() 423 public void ResumeScripts()
426 { 424 {
425 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
426 return;
427
427 foreach (SceneObjectPart part in m_parts.Values) 428 foreach (SceneObjectPart part in m_parts.Values)
428 { 429 {
429 part.Inventory.ResumeScripts(); 430 part.Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 09e3e0e..470fdd7 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -29,6 +29,7 @@ using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.Threading; 33using System.Threading;
33using System.Xml; 34using System.Xml;
34using System.Xml.Serialization; 35using System.Xml.Serialization;
@@ -104,8 +105,113 @@ namespace OpenSim.Region.Framework.Scenes
104 /// since the group's last persistent backup 105 /// since the group's last persistent backup
105 /// </summary> 106 /// </summary>
106 private bool m_hasGroupChanged = false; 107 private bool m_hasGroupChanged = false;
107 private long timeFirstChanged; 108 private long timeFirstChanged = 0;
108 private long timeLastChanged; 109 private long timeLastChanged = 0;
110 private long m_maxPersistTime = 0;
111 private long m_minPersistTime = 0;
112 private Random m_rand;
113 private bool m_suspendUpdates;
114 private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim();
115 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
116
117 public bool areUpdatesSuspended
118 {
119 get
120 {
121 return m_suspendUpdates;
122 }
123 set
124 {
125 m_suspendUpdates = value;
126 if (!value)
127 {
128 QueueForUpdateCheck();
129 }
130 }
131 }
132
133 public void lockPartsForRead(bool locked)
134 {
135 if (locked)
136 {
137 if (m_partsLock.RecursiveReadCount > 0)
138 {
139 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
140 try
141 {
142 StackTrace stackTrace = new StackTrace(); // get call stack
143 StackFrame[] stackFrames = stackTrace.GetFrames(); // get method calls (frames)
144
145 // write call stack method names
146 foreach (StackFrame stackFrame in stackFrames)
147 {
148 m_log.Error("[SceneObjectGroup.m_parts] "+(stackFrame.GetMethod().Name)); // write method name
149 }
150
151 m_partsLock.ExitReadLock();
152 }
153 catch { } // Ignore errors, to allow resync
154 }
155 if (m_partsLock.RecursiveWriteCount > 0)
156 {
157 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested (write lock exists on this thread). This should not happen and means something needs to be fixed.");
158 try
159 {
160 m_partsLock.ExitWriteLock();
161 }
162 catch { }
163
164 }
165
166 while (!m_partsLock.TryEnterReadLock(60000))
167 {
168 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire READ lock of m_parts in SceneObjectGroup. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
169 if (m_partsLock.IsWriteLockHeld)
170 {
171 m_partsLock = new System.Threading.ReaderWriterLockSlim();
172 }
173 }
174 }
175 else
176 {
177 if (m_partsLock.RecursiveReadCount > 0)
178 {
179 m_partsLock.ExitReadLock();
180 }
181 }
182 }
183 public void lockPartsForWrite(bool locked)
184 {
185 if (locked)
186 {
187 if (m_partsLock.RecursiveReadCount > 0)
188 {
189 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
190 m_partsLock.ExitReadLock();
191 }
192 if (m_partsLock.RecursiveWriteCount > 0)
193 {
194 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
195 m_partsLock.ExitWriteLock();
196 }
197
198 while (!m_partsLock.TryEnterWriteLock(60000))
199 {
200 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
201 if (m_partsLock.IsWriteLockHeld)
202 {
203 m_partsLock = new System.Threading.ReaderWriterLockSlim();
204 }
205 }
206 }
207 else
208 {
209 if (m_partsLock.RecursiveWriteCount > 0)
210 {
211 m_partsLock.ExitWriteLock();
212 }
213 }
214 }
109 215
110 public bool HasGroupChanged 216 public bool HasGroupChanged
111 { 217 {
@@ -113,9 +219,39 @@ namespace OpenSim.Region.Framework.Scenes
113 { 219 {
114 if (value) 220 if (value)
115 { 221 {
222 if (m_isBackedUp)
223 {
224 m_scene.SceneGraph.FireChangeBackup(this);
225 }
116 timeLastChanged = DateTime.Now.Ticks; 226 timeLastChanged = DateTime.Now.Ticks;
117 if (!m_hasGroupChanged) 227 if (!m_hasGroupChanged)
118 timeFirstChanged = DateTime.Now.Ticks; 228 timeFirstChanged = DateTime.Now.Ticks;
229 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
230 {
231 if (m_rand == null)
232 {
233 byte[] val = new byte[16];
234 m_rootPart.UUID.ToBytes(val, 0);
235 m_rand = new Random(BitConverter.ToInt32(val, 0));
236 }
237
238 if (m_scene.GetRootAgentCount() == 0)
239 {
240 //If the region is empty, this change has been made by an automated process
241 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
242
243 float factor = 1.5f + (float)(m_rand.NextDouble());
244 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
245 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
246 }
247 else
248 {
249 //If the region is not empty, we want to obey the minimum and maximum persist times
250 //but add a random factor so we stagger the object persistance a little
251 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
252 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
253 }
254 }
119 } 255 }
120 m_hasGroupChanged = value; 256 m_hasGroupChanged = value;
121 } 257 }
@@ -131,8 +267,19 @@ namespace OpenSim.Region.Framework.Scenes
131 return false; 267 return false;
132 if (m_scene.ShuttingDown) 268 if (m_scene.ShuttingDown)
133 return true; 269 return true;
270
271 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
272 {
273 m_maxPersistTime = m_scene.m_persistAfter;
274 m_minPersistTime = m_scene.m_dontPersistBefore;
275 }
276
134 long currentTime = DateTime.Now.Ticks; 277 long currentTime = DateTime.Now.Ticks;
135 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 278
279 if (timeLastChanged == 0) timeLastChanged = currentTime;
280 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
281
282 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
136 return true; 283 return true;
137 return false; 284 return false;
138 } 285 }
@@ -181,7 +328,7 @@ namespace OpenSim.Region.Framework.Scenes
181 328
182 private bool m_scriptListens_atRotTarget = false; 329 private bool m_scriptListens_atRotTarget = false;
183 private bool m_scriptListens_notAtRotTarget = false; 330 private bool m_scriptListens_notAtRotTarget = false;
184 331 public bool m_dupeInProgress = false;
185 internal Dictionary<UUID, string> m_savedScriptState = null; 332 internal Dictionary<UUID, string> m_savedScriptState = null;
186 333
187 #region Properties 334 #region Properties
@@ -221,7 +368,21 @@ namespace OpenSim.Region.Framework.Scenes
221 public virtual Quaternion Rotation 368 public virtual Quaternion Rotation
222 { 369 {
223 get { return m_rotation; } 370 get { return m_rotation; }
224 set { m_rotation = value; } 371 set {
372 lockPartsForRead(true);
373 try
374 {
375 foreach(SceneObjectPart p in m_parts.Values)
376 {
377 p.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
378 }
379 }
380 finally
381 {
382 lockPartsForRead(false);
383 }
384 m_rotation = value;
385 }
225 } 386 }
226 387
227 public Quaternion GroupRotation 388 public Quaternion GroupRotation
@@ -261,13 +422,16 @@ namespace OpenSim.Region.Framework.Scenes
261 set 422 set
262 { 423 {
263 m_regionHandle = value; 424 m_regionHandle = value;
264 lock (m_parts) 425 lockPartsForRead(true);
265 { 426 {
266 foreach (SceneObjectPart part in m_parts.Values) 427 foreach (SceneObjectPart part in m_parts.Values)
267 { 428 {
429
268 part.RegionHandle = m_regionHandle; 430 part.RegionHandle = m_regionHandle;
431
269 } 432 }
270 } 433 }
434 lockPartsForRead(false);
271 } 435 }
272 } 436 }
273 437
@@ -301,7 +465,12 @@ namespace OpenSim.Region.Framework.Scenes
301 { 465 {
302 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 466 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
303 } 467 }
304 468
469 lockPartsForRead(true);
470 foreach (SceneObjectPart part in m_parts.Values)
471 {
472 part.IgnoreUndoUpdate = true;
473 }
305 if (RootPart.GetStatusSandbox()) 474 if (RootPart.GetStatusSandbox())
306 { 475 {
307 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 476 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -309,15 +478,30 @@ namespace OpenSim.Region.Framework.Scenes
309 RootPart.ScriptSetPhysicsStatus(false); 478 RootPart.ScriptSetPhysicsStatus(false);
310 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"), 479 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
311 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false); 480 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false);
481 lockPartsForRead(false);
312 return; 482 return;
313 } 483 }
314 } 484 }
315 485 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
316 lock (m_parts) 486 lockPartsForRead(false);
487 foreach (SceneObjectPart part in parts)
317 { 488 {
318 foreach (SceneObjectPart part in m_parts.Values) 489 part.IgnoreUndoUpdate = false;
490 part.StoreUndoState(UndoType.STATE_GROUP_POSITION);
491 part.GroupPosition = val;
492 if (!m_dupeInProgress)
319 { 493 {
320 part.GroupPosition = val; 494 part.TriggerScriptChangedEvent(Changed.POSITION);
495 }
496 }
497 if (!m_dupeInProgress)
498 {
499 foreach (ScenePresence av in m_linkedAvatars)
500 {
501 Vector3 offset = m_parts[av.LinkedPrim].GetWorldPosition() - av.ParentPosition;
502 av.AbsolutePosition += offset;
503 av.ParentPosition = m_parts[av.LinkedPrim].GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
504 av.SendFullUpdateToAllClients();
321 } 505 }
322 } 506 }
323 507
@@ -471,6 +655,7 @@ namespace OpenSim.Region.Framework.Scenes
471 /// </summary> 655 /// </summary>
472 public SceneObjectGroup() 656 public SceneObjectGroup()
473 { 657 {
658
474 } 659 }
475 660
476 /// <summary> 661 /// <summary>
@@ -487,7 +672,7 @@ namespace OpenSim.Region.Framework.Scenes
487 /// Constructor. This object is added to the scene later via AttachToScene() 672 /// Constructor. This object is added to the scene later via AttachToScene()
488 /// </summary> 673 /// </summary>
489 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 674 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
490 { 675 {
491 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 676 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
492 } 677 }
493 678
@@ -518,13 +703,16 @@ namespace OpenSim.Region.Framework.Scenes
518 703
519 public void SetFromItemID(UUID AssetId) 704 public void SetFromItemID(UUID AssetId)
520 { 705 {
521 lock (m_parts) 706 lockPartsForRead(true);
522 { 707 {
523 foreach (SceneObjectPart part in m_parts.Values) 708 foreach (SceneObjectPart part in m_parts.Values)
524 { 709 {
710
525 part.FromItemID = AssetId; 711 part.FromItemID = AssetId;
712
526 } 713 }
527 } 714 }
715 lockPartsForRead(false);
528 } 716 }
529 717
530 public UUID GetFromItemID() 718 public UUID GetFromItemID()
@@ -537,6 +725,9 @@ namespace OpenSim.Region.Framework.Scenes
537 /// </summary> 725 /// </summary>
538 public virtual void AttachToBackup() 726 public virtual void AttachToBackup()
539 { 727 {
728 if (IsAttachment) return;
729 m_scene.SceneGraph.FireAttachToBackup(this);
730
540 if (InSceneBackup) 731 if (InSceneBackup)
541 { 732 {
542 //m_log.DebugFormat( 733 //m_log.DebugFormat(
@@ -595,7 +786,7 @@ namespace OpenSim.Region.Framework.Scenes
595 Vector3 maxScale = Vector3.Zero; 786 Vector3 maxScale = Vector3.Zero;
596 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); 787 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
597 788
598 lock (m_parts) 789 lockPartsForRead(true);
599 { 790 {
600 foreach (SceneObjectPart part in m_parts.Values) 791 foreach (SceneObjectPart part in m_parts.Values)
601 { 792 {
@@ -609,8 +800,11 @@ namespace OpenSim.Region.Framework.Scenes
609 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; 800 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X;
610 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y; 801 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y;
611 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z; 802 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z;
803
612 } 804 }
613 } 805 }
806 lockPartsForRead(false);
807
614 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; 808 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X;
615 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; 809 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y;
616 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z; 810 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z;
@@ -626,10 +820,11 @@ namespace OpenSim.Region.Framework.Scenes
626 820
627 EntityIntersection result = new EntityIntersection(); 821 EntityIntersection result = new EntityIntersection();
628 822
629 lock (m_parts) 823 lockPartsForRead(true);
630 { 824 {
631 foreach (SceneObjectPart part in m_parts.Values) 825 foreach (SceneObjectPart part in m_parts.Values)
632 { 826 {
827
633 // Temporary commented to stop compiler warning 828 // Temporary commented to stop compiler warning
634 //Vector3 partPosition = 829 //Vector3 partPosition =
635 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); 830 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
@@ -657,8 +852,10 @@ namespace OpenSim.Region.Framework.Scenes
657 result.distance = inter.distance; 852 result.distance = inter.distance;
658 } 853 }
659 } 854 }
855
660 } 856 }
661 } 857 }
858 lockPartsForRead(false);
662 return result; 859 return result;
663 } 860 }
664 861
@@ -677,10 +874,11 @@ namespace OpenSim.Region.Framework.Scenes
677 minY = 256f; 874 minY = 256f;
678 minZ = 8192f; 875 minZ = 8192f;
679 876
680 lock(m_parts) 877 lockPartsForRead(true);
681 { 878 {
682 foreach (SceneObjectPart part in m_parts.Values) 879 foreach (SceneObjectPart part in m_parts.Values)
683 { 880 {
881
684 Vector3 worldPos = part.GetWorldPosition(); 882 Vector3 worldPos = part.GetWorldPosition();
685 Vector3 offset = worldPos - AbsolutePosition; 883 Vector3 offset = worldPos - AbsolutePosition;
686 Quaternion worldRot; 884 Quaternion worldRot;
@@ -739,6 +937,8 @@ namespace OpenSim.Region.Framework.Scenes
739 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 937 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
740 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 938 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
741 939
940
941
742 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); 942 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
743 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); 943 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
744 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); 944 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
@@ -910,6 +1110,7 @@ namespace OpenSim.Region.Framework.Scenes
910 minZ = backBottomLeft.Z; 1110 minZ = backBottomLeft.Z;
911 } 1111 }
912 } 1112 }
1113 lockPartsForRead(false);
913 } 1114 }
914 1115
915 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight) 1116 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight)
@@ -945,21 +1146,29 @@ namespace OpenSim.Region.Framework.Scenes
945 1146
946 public void SaveScriptedState(XmlTextWriter writer) 1147 public void SaveScriptedState(XmlTextWriter writer)
947 { 1148 {
1149 SaveScriptedState(writer, false);
1150 }
1151
1152 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1153 {
948 XmlDocument doc = new XmlDocument(); 1154 XmlDocument doc = new XmlDocument();
949 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1155 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
950 1156
951 // Capture script state while holding the lock 1157 // Capture script state while holding the lock
952 lock (m_parts) 1158 lockPartsForRead(true);
953 { 1159 {
954 foreach (SceneObjectPart part in m_parts.Values) 1160 foreach (SceneObjectPart part in m_parts.Values)
955 { 1161 {
956 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(); 1162
1163 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(oldIDs);
957 foreach (UUID itemid in pstates.Keys) 1164 foreach (UUID itemid in pstates.Keys)
958 { 1165 {
959 states.Add(itemid, pstates[itemid]); 1166 states.Add(itemid, pstates[itemid]);
960 } 1167 }
1168
961 } 1169 }
962 } 1170 }
1171 lockPartsForRead(false);
963 1172
964 if (states.Count > 0) 1173 if (states.Count > 0)
965 { 1174 {
@@ -977,6 +1186,118 @@ namespace OpenSim.Region.Framework.Scenes
977 } 1186 }
978 } 1187 }
979 1188
1189 /// <summary>
1190 /// Add the avatar to this linkset (avatar is sat).
1191 /// </summary>
1192 /// <param name="agentID"></param>
1193 public void AddAvatar(UUID agentID)
1194 {
1195 ScenePresence presence;
1196 if (m_scene.TryGetScenePresence(agentID, out presence))
1197 {
1198 if (!m_linkedAvatars.Contains(presence))
1199 {
1200 m_linkedAvatars.Add(presence);
1201 }
1202 }
1203 }
1204
1205 /// <summary>
1206 /// Delete the avatar from this linkset (avatar is unsat).
1207 /// </summary>
1208 /// <param name="agentID"></param>
1209 public void DeleteAvatar(UUID agentID)
1210 {
1211 ScenePresence presence;
1212 if (m_scene.TryGetScenePresence(agentID, out presence))
1213 {
1214 if (m_linkedAvatars.Contains(presence))
1215 {
1216 m_linkedAvatars.Remove(presence);
1217 }
1218 }
1219 }
1220
1221 /// <summary>
1222 /// Returns the list of linked presences (avatars sat on this group)
1223 /// </summary>
1224 /// <param name="agentID"></param>
1225 public List<ScenePresence> GetLinkedAvatars()
1226 {
1227 return m_linkedAvatars;
1228 }
1229
1230 /// <summary>
1231 /// Attach this scene object to the given avatar.
1232 /// </summary>
1233 /// <param name="agentID"></param>
1234 /// <param name="attachmentpoint"></param>
1235 /// <param name="AttachOffset"></param>
1236 public void AttachToAgent(UUID agentID, uint attachmentpoint, Vector3 AttachOffset, bool silent)
1237 {
1238 ScenePresence avatar = m_scene.GetScenePresence(agentID);
1239 if (avatar != null)
1240 {
1241 // don't attach attachments to child agents
1242 if (avatar.IsChildAgent) return;
1243
1244// m_log.DebugFormat("[SOG]: Adding attachment {0} to avatar {1}", Name, avatar.Name);
1245
1246 DetachFromBackup();
1247
1248 // Remove from database and parcel prim count
1249 m_scene.DeleteFromStorage(UUID);
1250 m_scene.EventManager.TriggerParcelPrimCountTainted();
1251
1252 m_rootPart.AttachedAvatar = agentID;
1253
1254 //Anakin Lohner bug #3839
1255 lock (m_parts)
1256 {
1257 foreach (SceneObjectPart p in m_parts.Values)
1258 {
1259 p.AttachedAvatar = agentID;
1260 }
1261 }
1262
1263 if (m_rootPart.PhysActor != null)
1264 {
1265 m_scene.PhysicsScene.RemovePrim(m_rootPart.PhysActor);
1266 m_rootPart.PhysActor = null;
1267 }
1268
1269 AbsolutePosition = AttachOffset;
1270 m_rootPart.AttachedPos = AttachOffset;
1271 m_rootPart.IsAttachment = true;
1272
1273 m_rootPart.SetParentLocalId(avatar.LocalId);
1274 SetAttachmentPoint(Convert.ToByte(attachmentpoint));
1275
1276 avatar.AddAttachment(this);
1277
1278 if (!silent)
1279 {
1280 // Killing it here will cause the client to deselect it
1281 // It then reappears on the avatar, deselected
1282 // through the full update below
1283 //
1284 if (IsSelected)
1285 {
1286 m_scene.SendKillObject(m_rootPart.LocalId);
1287 }
1288
1289 IsSelected = false; // fudge....
1290 ScheduleGroupForFullUpdate();
1291 }
1292 }
1293 else
1294 {
1295 m_log.WarnFormat(
1296 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1297 UUID, agentID, Scene.RegionInfo.RegionName);
1298 }
1299 }
1300
980 public byte GetAttachmentPoint() 1301 public byte GetAttachmentPoint()
981 { 1302 {
982 return m_rootPart.Shape.State; 1303 return m_rootPart.Shape.State;
@@ -1068,13 +1389,16 @@ namespace OpenSim.Region.Framework.Scenes
1068 1389
1069 public override void UpdateMovement() 1390 public override void UpdateMovement()
1070 { 1391 {
1071 lock (m_parts) 1392 lockPartsForRead(true);
1072 { 1393 {
1073 foreach (SceneObjectPart part in m_parts.Values) 1394 foreach (SceneObjectPart part in m_parts.Values)
1074 { 1395 {
1396
1075 part.UpdateMovement(); 1397 part.UpdateMovement();
1398
1076 } 1399 }
1077 } 1400 }
1401 lockPartsForRead(false);
1078 } 1402 }
1079 1403
1080 public ushort GetTimeDilation() 1404 public ushort GetTimeDilation()
@@ -1117,7 +1441,7 @@ namespace OpenSim.Region.Framework.Scenes
1117 /// <param name="part"></param> 1441 /// <param name="part"></param>
1118 public void AddPart(SceneObjectPart part) 1442 public void AddPart(SceneObjectPart part)
1119 { 1443 {
1120 lock (m_parts) 1444 lockPartsForWrite(true);
1121 { 1445 {
1122 part.SetParent(this); 1446 part.SetParent(this);
1123 m_parts.Add(part.UUID, part); 1447 m_parts.Add(part.UUID, part);
@@ -1127,6 +1451,7 @@ namespace OpenSim.Region.Framework.Scenes
1127 if (part.LinkNum == 2 && RootPart != null) 1451 if (part.LinkNum == 2 && RootPart != null)
1128 RootPart.LinkNum = 1; 1452 RootPart.LinkNum = 1;
1129 } 1453 }
1454 lockPartsForWrite(false);
1130 } 1455 }
1131 1456
1132 /// <summary> 1457 /// <summary>
@@ -1134,28 +1459,33 @@ namespace OpenSim.Region.Framework.Scenes
1134 /// </summary> 1459 /// </summary>
1135 private void UpdateParentIDs() 1460 private void UpdateParentIDs()
1136 { 1461 {
1137 lock (m_parts) 1462 lockPartsForRead(true);
1138 { 1463 {
1139 foreach (SceneObjectPart part in m_parts.Values) 1464 foreach (SceneObjectPart part in m_parts.Values)
1140 { 1465 {
1466
1141 if (part.UUID != m_rootPart.UUID) 1467 if (part.UUID != m_rootPart.UUID)
1142 { 1468 {
1143 part.ParentID = m_rootPart.LocalId; 1469 part.ParentID = m_rootPart.LocalId;
1144 } 1470 }
1471
1145 } 1472 }
1146 } 1473 }
1474 lockPartsForRead(false);
1147 } 1475 }
1148 1476
1149 public void RegenerateFullIDs() 1477 public void RegenerateFullIDs()
1150 { 1478 {
1151 lock (m_parts) 1479 lockPartsForRead(true);
1152 { 1480 {
1153 foreach (SceneObjectPart part in m_parts.Values) 1481 foreach (SceneObjectPart part in m_parts.Values)
1154 { 1482 {
1483
1155 part.UUID = UUID.Random(); 1484 part.UUID = UUID.Random();
1156 1485
1157 } 1486 }
1158 } 1487 }
1488 lockPartsForRead(false);
1159 } 1489 }
1160 1490
1161 // helper provided for parts. 1491 // helper provided for parts.
@@ -1216,7 +1546,7 @@ namespace OpenSim.Region.Framework.Scenes
1216 1546
1217 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) 1547 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient)
1218 { 1548 {
1219 part.StoreUndoState(); 1549 part.StoreUndoState(UndoType.STATE_PRIM_ALL);
1220 part.OnGrab(offsetPos, remoteClient); 1550 part.OnGrab(offsetPos, remoteClient);
1221 } 1551 }
1222 1552
@@ -1236,27 +1566,37 @@ namespace OpenSim.Region.Framework.Scenes
1236 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1566 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1237 public void DeleteGroup(bool silent) 1567 public void DeleteGroup(bool silent)
1238 { 1568 {
1239 lock (m_parts) 1569 // We need to keep track of this state in case this group is still queued for backup.
1570 m_isDeleted = true;
1571
1572 DetachFromBackup();
1573
1574 lockPartsForRead(true);
1575 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1576 lockPartsForRead(false);
1577
1578 foreach (SceneObjectPart part in values)
1240 { 1579 {
1241 foreach (SceneObjectPart part in m_parts.Values)
1242 {
1243// part.Inventory.RemoveScriptInstances(); 1580// part.Inventory.RemoveScriptInstances();
1244 Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1581
1582 Scene.ForEachScenePresence(delegate (ScenePresence sp)
1583 {
1584 if (sp.ParentID == LocalId)
1245 { 1585 {
1246 if (avatar.ParentID == LocalId) 1586 sp.StandUp();
1247 { 1587 }
1248 avatar.StandUp();
1249 }
1250 1588
1251 if (!silent) 1589 if (!silent)
1252 { 1590 {
1253 part.UpdateFlag = 0; 1591 part.UpdateFlag = 0;
1254 if (part == m_rootPart) 1592 if (part == m_rootPart)
1255 avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId); 1593 sp.ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
1256 } 1594 }
1257 }); 1595 });
1258 } 1596
1259 } 1597 }
1598
1599
1260 } 1600 }
1261 1601
1262 public void AddScriptLPS(int count) 1602 public void AddScriptLPS(int count)
@@ -1281,17 +1621,20 @@ namespace OpenSim.Region.Framework.Scenes
1281 1621
1282 scriptEvents aggregateScriptEvents = 0; 1622 scriptEvents aggregateScriptEvents = 0;
1283 1623
1284 lock (m_parts) 1624 lockPartsForRead(true);
1285 { 1625 {
1286 foreach (SceneObjectPart part in m_parts.Values) 1626 foreach (SceneObjectPart part in m_parts.Values)
1287 { 1627 {
1628
1288 if (part == null) 1629 if (part == null)
1289 continue; 1630 continue;
1290 if (part != RootPart) 1631 if (part != RootPart)
1291 part.Flags = objectflagupdate; 1632 part.Flags = objectflagupdate;
1292 aggregateScriptEvents |= part.AggregateScriptEvents; 1633 aggregateScriptEvents |= part.AggregateScriptEvents;
1634
1293 } 1635 }
1294 } 1636 }
1637 lockPartsForRead(false);
1295 1638
1296 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0); 1639 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0);
1297 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0); 1640 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0);
@@ -1333,42 +1676,52 @@ namespace OpenSim.Region.Framework.Scenes
1333 /// <param name="m_physicalPrim"></param> 1676 /// <param name="m_physicalPrim"></param>
1334 public void ApplyPhysics(bool m_physicalPrim) 1677 public void ApplyPhysics(bool m_physicalPrim)
1335 { 1678 {
1336 lock (m_parts) 1679 lockPartsForRead(true);
1680
1681 if (m_parts.Count > 1)
1337 { 1682 {
1338 if (m_parts.Count > 1) 1683 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1684 lockPartsForRead(false);
1685 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1686 foreach (SceneObjectPart part in values)
1339 { 1687 {
1340 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); 1688
1341 foreach (SceneObjectPart part in m_parts.Values) 1689 if (part.LocalId != m_rootPart.LocalId)
1342 { 1690 {
1343 if (part.LocalId != m_rootPart.LocalId) 1691 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1344 {
1345 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1346 }
1347 } 1692 }
1348 1693
1349 // Hack to get the physics scene geometries in the right spot
1350 ResetChildPrimPhysicsPositions();
1351 }
1352 else
1353 {
1354 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1355 } 1694 }
1695 // Hack to get the physics scene geometries in the right spot
1696 ResetChildPrimPhysicsPositions();
1697 }
1698 else
1699 {
1700 lockPartsForRead(false);
1701 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1356 } 1702 }
1357 } 1703 }
1358 1704
1359 public void SetOwnerId(UUID userId) 1705 public void SetOwnerId(UUID userId)
1360 { 1706 {
1361 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1707 ForEachPart(delegate(SceneObjectPart part)
1708 {
1709
1710 part.OwnerID = userId;
1711
1712 });
1362 } 1713 }
1363 1714
1364 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1715 public void ForEachPart(Action<SceneObjectPart> whatToDo)
1365 { 1716 {
1366 lock (m_parts) 1717 lockPartsForRead(true);
1718 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1719 lockPartsForRead(false);
1720 foreach (SceneObjectPart part in values)
1367 { 1721 {
1368 foreach (SceneObjectPart part in m_parts.Values) 1722
1369 { 1723 whatToDo(part);
1370 whatToDo(part); 1724
1371 }
1372 } 1725 }
1373 } 1726 }
1374 1727
@@ -1398,7 +1751,10 @@ namespace OpenSim.Region.Framework.Scenes
1398 // any exception propogate upwards. 1751 // any exception propogate upwards.
1399 try 1752 try
1400 { 1753 {
1401 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1754 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1755 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1756 m_scene.LoadingPrims) // Land may not be valid yet
1757
1402 { 1758 {
1403 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1759 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1404 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1760 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1430,9 +1786,9 @@ namespace OpenSim.Region.Framework.Scenes
1430 // don't backup while it's selected or you're asking for changes mid stream. 1786 // don't backup while it's selected or you're asking for changes mid stream.
1431 if (isTimeToPersist() || forcedBackup) 1787 if (isTimeToPersist() || forcedBackup)
1432 { 1788 {
1433 m_log.DebugFormat( 1789 // m_log.DebugFormat(
1434 "[SCENE]: Storing {0}, {1} in {2}", 1790 // "[SCENE]: Storing {0}, {1} in {2}",
1435 Name, UUID, m_scene.RegionInfo.RegionName); 1791 // Name, UUID, m_scene.RegionInfo.RegionName);
1436 1792
1437 SceneObjectGroup backup_group = Copy(false); 1793 SceneObjectGroup backup_group = Copy(false);
1438 backup_group.RootPart.Velocity = RootPart.Velocity; 1794 backup_group.RootPart.Velocity = RootPart.Velocity;
@@ -1474,15 +1830,17 @@ namespace OpenSim.Region.Framework.Scenes
1474 RootPart.SendFullUpdate( 1830 RootPart.SendFullUpdate(
1475 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID)); 1831 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID));
1476 1832
1477 lock (m_parts) 1833 lockPartsForRead(true);
1478 { 1834 {
1479 foreach (SceneObjectPart part in m_parts.Values) 1835 foreach (SceneObjectPart part in m_parts.Values)
1480 { 1836 {
1837
1481 if (part != RootPart) 1838 if (part != RootPart)
1482 part.SendFullUpdate( 1839 part.SendFullUpdate(
1483 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID)); 1840 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID));
1484 } 1841 }
1485 } 1842 }
1843 lockPartsForRead(false);
1486 } 1844 }
1487 1845
1488 #region Copying 1846 #region Copying
@@ -1494,86 +1852,114 @@ namespace OpenSim.Region.Framework.Scenes
1494 /// <returns></returns> 1852 /// <returns></returns>
1495 public SceneObjectGroup Copy(bool userExposed) 1853 public SceneObjectGroup Copy(bool userExposed)
1496 { 1854 {
1497 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 1855 SceneObjectGroup dupe;
1498 dupe.m_isBackedUp = false; 1856 try
1499 dupe.m_parts = new Dictionary<UUID, SceneObjectPart>(); 1857 {
1858 m_dupeInProgress = true;
1859 dupe = (SceneObjectGroup)MemberwiseClone();
1860 dupe.m_isBackedUp = false;
1861 dupe.m_parts = new Dictionary<UUID, SceneObjectPart>();
1500 1862
1501 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 1863 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1502 // attachments do not bordercross while they're being duplicated. This is hacktastic! 1864 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1503 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 1865 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
1504 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state 1866 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state
1505 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position, 1867 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position,
1506 // then restore it's attachment state 1868 // then restore it's attachment state
1507 1869
1508 // This is only necessary when userExposed is false! 1870 // This is only necessary when userExposed is false!
1509 1871
1510 bool previousAttachmentStatus = dupe.RootPart.IsAttachment; 1872 bool previousAttachmentStatus = dupe.RootPart.IsAttachment;
1511
1512 if (!userExposed)
1513 dupe.RootPart.IsAttachment = true;
1514 1873
1515 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); 1874 if (!userExposed)
1875 dupe.RootPart.IsAttachment = true;
1516 1876
1517 if (!userExposed) 1877 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
1518 {
1519 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1520 }
1521 1878
1522 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 1879 if (!userExposed)
1523 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 1880 {
1881 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1882 }
1524 1883
1525 if (userExposed) 1884 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1526 dupe.m_rootPart.TrimPermissions(); 1885 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
1527 1886
1528 List<SceneObjectPart> partList; 1887 if (userExposed)
1888 dupe.m_rootPart.TrimPermissions();
1529 1889
1530 lock (m_parts) 1890 /// may need to create a new Physics actor.
1531 { 1891 if (dupe.RootPart.PhysActor != null && userExposed)
1532 partList = new List<SceneObjectPart>(m_parts.Values);
1533 }
1534
1535 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1536 { 1892 {
1537 return p1.LinkNum.CompareTo(p2.LinkNum); 1893 PrimitiveBaseShape pbs = dupe.RootPart.Shape;
1894
1895 dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
1896 dupe.RootPart.Name,
1897 pbs,
1898 dupe.RootPart.AbsolutePosition,
1899 dupe.RootPart.Scale,
1900 dupe.RootPart.RotationOffset,
1901 dupe.RootPart.PhysActor.IsPhysical);
1902
1903 dupe.RootPart.PhysActor.LocalID = dupe.RootPart.LocalId;
1904 dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
1538 } 1905 }
1539 );
1540 1906
1541 foreach (SceneObjectPart part in partList) 1907 lockPartsForRead(true);
1542 { 1908
1543 if (part.UUID != m_rootPart.UUID) 1909 List<SceneObjectPart> partList;
1910
1911 partList = new List<SceneObjectPart>(m_parts.Values);
1912
1913 lockPartsForRead(false);
1914
1915 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1916 {
1917 return p1.LinkNum.CompareTo(p2.LinkNum);
1918 }
1919 );
1920
1921 foreach (SceneObjectPart part in partList)
1544 { 1922 {
1545 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 1923 if (part.UUID != m_rootPart.UUID)
1546 newPart.LinkNum = part.LinkNum; 1924 {
1547 } 1925 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1926
1927 newPart.LinkNum = part.LinkNum;
1928 }
1929
1930 // Need to duplicate the physics actor as well
1931 if (part.PhysActor != null && userExposed)
1932 {
1933 PrimitiveBaseShape pbs = part.Shape;
1934
1935 part.PhysActor
1936 = m_scene.PhysicsScene.AddPrimShape(
1937 part.Name,
1938 pbs,
1939 part.AbsolutePosition,
1940 part.Scale,
1941 part.RotationOffset,
1942 part.PhysActor.IsPhysical);
1943
1944 part.PhysActor.LocalID = part.LocalId;
1945 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1946 }
1548 1947
1549 // Need to duplicate the physics actor as well 1948 }
1550 if (part.PhysActor != null && userExposed) 1949 if (userExposed)
1551 { 1950 {
1552 PrimitiveBaseShape pbs = part.Shape; 1951 dupe.UpdateParentIDs();
1553 1952 dupe.HasGroupChanged = true;
1554 part.PhysActor 1953 dupe.AttachToBackup();
1555 = m_scene.PhysicsScene.AddPrimShape( 1954
1556 part.Name, 1955 ScheduleGroupForFullUpdate();
1557 pbs, 1956 }
1558 part.AbsolutePosition, 1957
1559 part.Scale,
1560 part.RotationOffset,
1561 part.PhysActor.IsPhysical);
1562
1563 part.PhysActor.LocalID = part.LocalId;
1564 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1565 }
1566 } 1958 }
1567 1959 finally
1568 if (userExposed)
1569 { 1960 {
1570 dupe.UpdateParentIDs(); 1961 m_dupeInProgress = false;
1571 dupe.HasGroupChanged = true;
1572 dupe.AttachToBackup();
1573
1574 ScheduleGroupForFullUpdate();
1575 } 1962 }
1576
1577 return dupe; 1963 return dupe;
1578 } 1964 }
1579 1965
@@ -1764,13 +2150,40 @@ namespace OpenSim.Region.Framework.Scenes
1764 } 2150 }
1765 } 2151 }
1766 2152
2153 public void rotLookAt(Quaternion target, float strength, float damping)
2154 {
2155 SceneObjectPart rootpart = m_rootPart;
2156 if (rootpart != null)
2157 {
2158 if (IsAttachment)
2159 {
2160 /*
2161 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2162 if (avatar != null)
2163 {
2164 Rotate the Av?
2165 } */
2166 }
2167 else
2168 {
2169 if (rootpart.PhysActor != null)
2170 { // APID must be implemented in your physics system for this to function.
2171 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2172 rootpart.PhysActor.APIDStrength = strength;
2173 rootpart.PhysActor.APIDDamping = damping;
2174 rootpart.PhysActor.APIDActive = true;
2175 }
2176 }
2177 }
2178 }
2179
1767 public void stopLookAt() 2180 public void stopLookAt()
1768 { 2181 {
1769 SceneObjectPart rootpart = m_rootPart; 2182 SceneObjectPart rootpart = m_rootPart;
1770 if (rootpart != null) 2183 if (rootpart != null)
1771 { 2184 {
1772 if (rootpart.PhysActor != null) 2185 if (rootpart.PhysActor != null)
1773 { 2186 { // APID must be implemented in your physics system for this to function.
1774 rootpart.PhysActor.APIDActive = false; 2187 rootpart.PhysActor.APIDActive = false;
1775 } 2188 }
1776 } 2189 }
@@ -1835,14 +2248,14 @@ namespace OpenSim.Region.Framework.Scenes
1835 /// <param name="cGroupID"></param> 2248 /// <param name="cGroupID"></param>
1836 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2249 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1837 { 2250 {
1838 SceneObjectPart newPart = null; 2251 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
1839 2252 newPart.SetParent(this);
1840 lock (m_parts) 2253
1841 { 2254 lockPartsForWrite(true);
1842 newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2255 {
1843 newPart.SetParent(this);
1844 m_parts.Add(newPart.UUID, newPart); 2256 m_parts.Add(newPart.UUID, newPart);
1845 } 2257 }
2258 lockPartsForWrite(false);
1846 2259
1847 SetPartAsNonRoot(newPart); 2260 SetPartAsNonRoot(newPart);
1848 2261
@@ -1906,6 +2319,8 @@ namespace OpenSim.Region.Framework.Scenes
1906 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 2319 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1907 // return; 2320 // return;
1908 2321
2322 lockPartsForRead(true);
2323
1909 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2324 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
1910 2325
1911 if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f)) 2326 if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f))
@@ -1921,8 +2336,7 @@ namespace OpenSim.Region.Framework.Scenes
1921 } 2336 }
1922 2337
1923 List<SceneObjectPart> partList = null; 2338 List<SceneObjectPart> partList = null;
1924 lock (m_parts) 2339 partList = new List<SceneObjectPart>(m_parts.Values);
1925 partList = new List<SceneObjectPart>(m_parts.Values);
1926 2340
1927 foreach (SceneObjectPart part in partList) 2341 foreach (SceneObjectPart part in partList)
1928 { 2342 {
@@ -1930,6 +2344,7 @@ namespace OpenSim.Region.Framework.Scenes
1930 part.UpdateLookAt(); 2344 part.UpdateLookAt();
1931 part.SendScheduledUpdates(); 2345 part.SendScheduledUpdates();
1932 } 2346 }
2347 lockPartsForRead(false);
1933 } 2348 }
1934 2349
1935 public void ScheduleFullUpdateToAvatar(ScenePresence presence) 2350 public void ScheduleFullUpdateToAvatar(ScenePresence presence)
@@ -1938,27 +2353,29 @@ namespace OpenSim.Region.Framework.Scenes
1938 2353
1939 RootPart.AddFullUpdateToAvatar(presence); 2354 RootPart.AddFullUpdateToAvatar(presence);
1940 2355
1941 lock (m_parts) 2356 lockPartsForRead(true);
1942 { 2357 {
1943 foreach (SceneObjectPart part in m_parts.Values) 2358 foreach (SceneObjectPart part in m_parts.Values)
1944 { 2359 {
2360
1945 if (part != RootPart) 2361 if (part != RootPart)
1946 part.AddFullUpdateToAvatar(presence); 2362 part.AddFullUpdateToAvatar(presence);
2363
1947 } 2364 }
1948 } 2365 }
2366 lockPartsForRead(false);
1949 } 2367 }
1950 2368
1951 public void ScheduleTerseUpdateToAvatar(ScenePresence presence) 2369 public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
1952 { 2370 {
1953// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1} just to avatar {2}", Name, UUID, presence.Name); 2371 lockPartsForRead(true);
1954 2372
1955 lock (m_parts) 2373 foreach (SceneObjectPart part in m_parts.Values)
1956 { 2374 {
1957 foreach (SceneObjectPart part in m_parts.Values) 2375 part.AddTerseUpdateToAvatar(presence);
1958 {
1959 part.AddTerseUpdateToAvatar(presence);
1960 }
1961 } 2376 }
2377
2378 lockPartsForRead(false);
1962 } 2379 }
1963 2380
1964 /// <summary> 2381 /// <summary>
@@ -1972,14 +2389,17 @@ namespace OpenSim.Region.Framework.Scenes
1972 checkAtTargets(); 2389 checkAtTargets();
1973 RootPart.ScheduleFullUpdate(); 2390 RootPart.ScheduleFullUpdate();
1974 2391
1975 lock (m_parts) 2392 lockPartsForRead(true);
1976 { 2393 {
1977 foreach (SceneObjectPart part in m_parts.Values) 2394 foreach (SceneObjectPart part in m_parts.Values)
1978 { 2395 {
2396
1979 if (part != RootPart) 2397 if (part != RootPart)
1980 part.ScheduleFullUpdate(); 2398 part.ScheduleFullUpdate();
2399
1981 } 2400 }
1982 } 2401 }
2402 lockPartsForRead(false);
1983 } 2403 }
1984 2404
1985 /// <summary> 2405 /// <summary>
@@ -1987,37 +2407,38 @@ namespace OpenSim.Region.Framework.Scenes
1987 /// </summary> 2407 /// </summary>
1988 public void ScheduleGroupForTerseUpdate() 2408 public void ScheduleGroupForTerseUpdate()
1989 { 2409 {
1990// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1}", Name, UUID); 2410 lockPartsForRead(true);
1991 2411 foreach (SceneObjectPart part in m_parts.Values)
1992 lock (m_parts)
1993 { 2412 {
1994 foreach (SceneObjectPart part in m_parts.Values) 2413 part.ScheduleTerseUpdate();
1995 {
1996 part.ScheduleTerseUpdate();
1997 }
1998 } 2414 }
2415
2416 lockPartsForRead(false);
1999 } 2417 }
2000 2418
2001 /// <summary> 2419 /// <summary>
2002 /// Immediately send a full update for this scene object. 2420 /// Immediately send a full update for this scene object.
2003 /// </summary> 2421 /// </summary>
2004 public void SendGroupFullUpdate() 2422 public void SendGroupFullUpdate()
2005 { 2423 {
2006 if (IsDeleted) 2424 if (IsDeleted)
2007 return; 2425 return;
2008 2426
2009// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2427// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
2010 2428
2011 RootPart.SendFullUpdateToAllClients(); 2429 RootPart.SendFullUpdateToAllClients();
2012 2430
2013 lock (m_parts) 2431 lockPartsForRead(true);
2014 { 2432 {
2015 foreach (SceneObjectPart part in m_parts.Values) 2433 foreach (SceneObjectPart part in m_parts.Values)
2016 { 2434 {
2435
2017 if (part != RootPart) 2436 if (part != RootPart)
2018 part.SendFullUpdateToAllClients(); 2437 part.SendFullUpdateToAllClients();
2438
2019 } 2439 }
2020 } 2440 }
2441 lockPartsForRead(false);
2021 } 2442 }
2022 2443
2023 /// <summary> 2444 /// <summary>
@@ -2049,14 +2470,15 @@ namespace OpenSim.Region.Framework.Scenes
2049 { 2470 {
2050 if (IsDeleted) 2471 if (IsDeleted)
2051 return; 2472 return;
2052 2473
2053 lock (m_parts) 2474 lockPartsForRead(true);
2054 { 2475 {
2055 foreach (SceneObjectPart part in m_parts.Values) 2476 foreach (SceneObjectPart part in m_parts.Values)
2056 { 2477 {
2057 part.SendTerseUpdateToAllClients(); 2478 part.SendTerseUpdateToAllClients();
2058 } 2479 }
2059 } 2480 }
2481 lockPartsForRead(false);
2060 } 2482 }
2061 2483
2062 #endregion 2484 #endregion
@@ -2070,16 +2492,18 @@ namespace OpenSim.Region.Framework.Scenes
2070 /// <returns>null if no child part with that linknum or child part</returns> 2492 /// <returns>null if no child part with that linknum or child part</returns>
2071 public SceneObjectPart GetLinkNumPart(int linknum) 2493 public SceneObjectPart GetLinkNumPart(int linknum)
2072 { 2494 {
2073 lock (m_parts) 2495 lockPartsForRead(true);
2074 { 2496 {
2075 foreach (SceneObjectPart part in m_parts.Values) 2497 foreach (SceneObjectPart part in m_parts.Values)
2076 { 2498 {
2077 if (part.LinkNum == linknum) 2499 if (part.LinkNum == linknum)
2078 { 2500 {
2501 lockPartsForRead(false);
2079 return part; 2502 return part;
2080 } 2503 }
2081 } 2504 }
2082 } 2505 }
2506 lockPartsForRead(false);
2083 2507
2084 return null; 2508 return null;
2085 } 2509 }
@@ -2112,17 +2536,19 @@ namespace OpenSim.Region.Framework.Scenes
2112 public SceneObjectPart GetChildPart(uint localID) 2536 public SceneObjectPart GetChildPart(uint localID)
2113 { 2537 {
2114 //m_log.DebugFormat("Entered looking for {0}", localID); 2538 //m_log.DebugFormat("Entered looking for {0}", localID);
2115 lock (m_parts) 2539 lockPartsForRead(true);
2116 { 2540 {
2117 foreach (SceneObjectPart part in m_parts.Values) 2541 foreach (SceneObjectPart part in m_parts.Values)
2118 { 2542 {
2119 //m_log.DebugFormat("Found {0}", part.LocalId); 2543 //m_log.DebugFormat("Found {0}", part.LocalId);
2120 if (part.LocalId == localID) 2544 if (part.LocalId == localID)
2121 { 2545 {
2546 lockPartsForRead(false);
2122 return part; 2547 return part;
2123 } 2548 }
2124 } 2549 }
2125 } 2550 }
2551 lockPartsForRead(false);
2126 2552
2127 return null; 2553 return null;
2128 } 2554 }
@@ -2153,17 +2579,19 @@ namespace OpenSim.Region.Framework.Scenes
2153 public bool HasChildPrim(uint localID) 2579 public bool HasChildPrim(uint localID)
2154 { 2580 {
2155 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID); 2581 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID);
2156 lock (m_parts) 2582 lockPartsForRead(true);
2157 { 2583 {
2158 foreach (SceneObjectPart part in m_parts.Values) 2584 foreach (SceneObjectPart part in m_parts.Values)
2159 { 2585 {
2160 //m_log.DebugFormat("Found {0}", part.LocalId); 2586 //m_log.DebugFormat("Found {0}", part.LocalId);
2161 if (part.LocalId == localID) 2587 if (part.LocalId == localID)
2162 { 2588 {
2589 lockPartsForRead(false);
2163 return true; 2590 return true;
2164 } 2591 }
2165 } 2592 }
2166 } 2593 }
2594 lockPartsForRead(false);
2167 2595
2168 return false; 2596 return false;
2169 } 2597 }
@@ -2213,53 +2641,57 @@ namespace OpenSim.Region.Framework.Scenes
2213 if (m_rootPart.LinkNum == 0) 2641 if (m_rootPart.LinkNum == 0)
2214 m_rootPart.LinkNum = 1; 2642 m_rootPart.LinkNum = 1;
2215 2643
2216 lock (m_parts) 2644 lockPartsForWrite(true);
2217 { 2645
2218 m_parts.Add(linkPart.UUID, linkPart); 2646 m_parts.Add(linkPart.UUID, linkPart);
2219 2647
2220 // Insert in terms of link numbers, the new links 2648 lockPartsForWrite(false);
2221 // before the current ones (with the exception of 2649
2222 // the root prim. Shuffle the old ones up 2650 // Insert in terms of link numbers, the new links
2223 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts) 2651 // before the current ones (with the exception of
2652 // the root prim. Shuffle the old ones up
2653 lockPartsForRead(true);
2654 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts)
2655 {
2656 if (kvp.Value.LinkNum != 1)
2224 { 2657 {
2225 if (kvp.Value.LinkNum != 1) 2658 // Don't update root prim link number
2226 { 2659 kvp.Value.LinkNum += objectGroup.PrimCount;
2227 // Don't update root prim link number
2228 kvp.Value.LinkNum += objectGroup.PrimCount;
2229 }
2230 } 2660 }
2661 }
2662 lockPartsForRead(false);
2231 2663
2232 linkPart.LinkNum = 2; 2664 linkPart.LinkNum = 2;
2233 2665
2234 linkPart.SetParent(this); 2666 linkPart.SetParent(this);
2235 linkPart.CreateSelected = true; 2667 linkPart.CreateSelected = true;
2236 2668
2237 //if (linkPart.PhysActor != null) 2669 //if (linkPart.PhysActor != null)
2238 //{ 2670 //{
2239 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2671 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
2240 2672
2241 //linkPart.PhysActor = null; 2673 //linkPart.PhysActor = null;
2242 //} 2674 //}
2243 2675
2244 //TODO: rest of parts 2676 //TODO: rest of parts
2245 int linkNum = 3; 2677 int linkNum = 3;
2246 foreach (SceneObjectPart part in objectGroup.Children.Values) 2678 foreach (SceneObjectPart part in objectGroup.Children.Values)
2679 {
2680 if (part.UUID != objectGroup.m_rootPart.UUID)
2247 { 2681 {
2248 if (part.UUID != objectGroup.m_rootPart.UUID) 2682 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2249 {
2250 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2251 }
2252 part.ClearUndoState();
2253 } 2683 }
2684 part.ClearUndoState();
2254 } 2685 }
2255 2686
2256 m_scene.UnlinkSceneObject(objectGroup, true); 2687 m_scene.UnlinkSceneObject(objectGroup, true);
2257 objectGroup.m_isDeleted = true; 2688 objectGroup.m_isDeleted = true;
2689
2690 objectGroup.lockPartsForWrite(true);
2258 2691
2259 lock (objectGroup.m_parts) 2692 objectGroup.m_parts.Clear();
2260 { 2693
2261 objectGroup.m_parts.Clear(); 2694 objectGroup.lockPartsForWrite(false);
2262 }
2263 2695
2264 // Can't do this yet since backup still makes use of the root part without any synchronization 2696 // Can't do this yet since backup still makes use of the root part without any synchronization
2265// objectGroup.m_rootPart = null; 2697// objectGroup.m_rootPart = null;
@@ -2329,23 +2761,23 @@ namespace OpenSim.Region.Framework.Scenes
2329 Quaternion worldRot = linkPart.GetWorldRotation(); 2761 Quaternion worldRot = linkPart.GetWorldRotation();
2330 2762
2331 // Remove the part from this object 2763 // Remove the part from this object
2332 lock (m_parts) 2764 lockPartsForWrite(true);
2333 { 2765 {
2334 m_parts.Remove(linkPart.UUID); 2766 m_parts.Remove(linkPart.UUID);
2335 2767 }
2336 if (m_parts.Count == 1 && RootPart != null) //Single prim is left 2768 lockPartsForWrite(false);
2769 lockPartsForRead(true);
2770 if (m_parts.Count == 1 && RootPart != null) //Single prim is left
2771 RootPart.LinkNum = 0;
2772 else
2773 {
2774 foreach (SceneObjectPart p in m_parts.Values)
2337 { 2775 {
2338 RootPart.LinkNum = 0; 2776 if (p.LinkNum > linkPart.LinkNum)
2777 p.LinkNum--;
2339 } 2778 }
2340 else
2341 {
2342 foreach (SceneObjectPart p in m_parts.Values)
2343 {
2344 if (p.LinkNum > linkPart.LinkNum)
2345 p.LinkNum--;
2346 }
2347 }
2348 } 2779 }
2780 lockPartsForRead(false);
2349 2781
2350 linkPart.ParentID = 0; 2782 linkPart.ParentID = 0;
2351 linkPart.LinkNum = 0; 2783 linkPart.LinkNum = 0;
@@ -2389,6 +2821,8 @@ namespace OpenSim.Region.Framework.Scenes
2389 /// <param name="objectGroup"></param> 2821 /// <param name="objectGroup"></param>
2390 public virtual void DetachFromBackup() 2822 public virtual void DetachFromBackup()
2391 { 2823 {
2824 m_scene.SceneGraph.FireDetachFromBackup(this);
2825
2392 if (m_isBackedUp) 2826 if (m_isBackedUp)
2393 m_scene.EventManager.OnBackup -= ProcessBackup; 2827 m_scene.EventManager.OnBackup -= ProcessBackup;
2394 2828
@@ -2667,9 +3101,12 @@ namespace OpenSim.Region.Framework.Scenes
2667 3101
2668 if (selectionPart != null) 3102 if (selectionPart != null)
2669 { 3103 {
2670 lock (m_parts) 3104 lockPartsForRead(true);
3105 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
3106 lockPartsForRead(false);
3107 foreach (SceneObjectPart part in parts)
2671 { 3108 {
2672 foreach (SceneObjectPart part in m_parts.Values) 3109 if (part.Scale.X > 10.0 || part.Scale.Y > 10.0 || part.Scale.Z > 10.0)
2673 { 3110 {
2674 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax || 3111 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax ||
2675 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax || 3112 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax ||
@@ -2679,12 +3116,13 @@ namespace OpenSim.Region.Framework.Scenes
2679 break; 3116 break;
2680 } 3117 }
2681 } 3118 }
3119 }
2682 3120
2683 foreach (SceneObjectPart part in m_parts.Values) 3121 foreach (SceneObjectPart part in parts)
2684 { 3122 {
2685 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3123 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2686 }
2687 } 3124 }
3125
2688 } 3126 }
2689 } 3127 }
2690 3128
@@ -2697,6 +3135,17 @@ namespace OpenSim.Region.Framework.Scenes
2697 } 3135 }
2698 } 3136 }
2699 3137
3138
3139
3140 /// <summary>
3141 /// Gets the number of parts
3142 /// </summary>
3143 /// <returns></returns>
3144 public int GetPartCount()
3145 {
3146 return Children.Count;
3147 }
3148
2700 /// <summary> 3149 /// <summary>
2701 /// Get the parts of this scene object 3150 /// Get the parts of this scene object
2702 /// </summary> 3151 /// </summary>
@@ -2773,11 +3222,9 @@ namespace OpenSim.Region.Framework.Scenes
2773 scale.Y = m_scene.m_maxNonphys; 3222 scale.Y = m_scene.m_maxNonphys;
2774 if (scale.Z > m_scene.m_maxNonphys) 3223 if (scale.Z > m_scene.m_maxNonphys)
2775 scale.Z = m_scene.m_maxNonphys; 3224 scale.Z = m_scene.m_maxNonphys;
2776
2777 SceneObjectPart part = GetChildPart(localID); 3225 SceneObjectPart part = GetChildPart(localID);
2778 if (part != null) 3226 if (part != null)
2779 { 3227 {
2780 part.Resize(scale);
2781 if (part.PhysActor != null) 3228 if (part.PhysActor != null)
2782 { 3229 {
2783 if (part.PhysActor.IsPhysical) 3230 if (part.PhysActor.IsPhysical)
@@ -2792,7 +3239,7 @@ namespace OpenSim.Region.Framework.Scenes
2792 part.PhysActor.Size = scale; 3239 part.PhysActor.Size = scale;
2793 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 3240 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2794 } 3241 }
2795 //if (part.UUID != m_rootPart.UUID) 3242 part.Resize(scale);
2796 3243
2797 HasGroupChanged = true; 3244 HasGroupChanged = true;
2798 ScheduleGroupForFullUpdate(); 3245 ScheduleGroupForFullUpdate();
@@ -2814,7 +3261,6 @@ namespace OpenSim.Region.Framework.Scenes
2814 SceneObjectPart part = GetChildPart(localID); 3261 SceneObjectPart part = GetChildPart(localID);
2815 if (part != null) 3262 if (part != null)
2816 { 3263 {
2817 part.IgnoreUndoUpdate = true;
2818 if (scale.X > m_scene.m_maxNonphys) 3264 if (scale.X > m_scene.m_maxNonphys)
2819 scale.X = m_scene.m_maxNonphys; 3265 scale.X = m_scene.m_maxNonphys;
2820 if (scale.Y > m_scene.m_maxNonphys) 3266 if (scale.Y > m_scene.m_maxNonphys)
@@ -2834,94 +3280,100 @@ namespace OpenSim.Region.Framework.Scenes
2834 float y = (scale.Y / part.Scale.Y); 3280 float y = (scale.Y / part.Scale.Y);
2835 float z = (scale.Z / part.Scale.Z); 3281 float z = (scale.Z / part.Scale.Z);
2836 3282
2837 lock (m_parts) 3283 lockPartsForRead(true);
3284 if (x > 1.0f || y > 1.0f || z > 1.0f)
2838 { 3285 {
2839 if (x > 1.0f || y > 1.0f || z > 1.0f) 3286 foreach (SceneObjectPart obPart in m_parts.Values)
2840 { 3287 {
2841 foreach (SceneObjectPart obPart in m_parts.Values) 3288 if (obPart.UUID != m_rootPart.UUID)
2842 { 3289 {
2843 if (obPart.UUID != m_rootPart.UUID) 3290 Vector3 oldSize = new Vector3(obPart.Scale);
2844 { 3291 obPart.IgnoreUndoUpdate = true;
2845 obPart.IgnoreUndoUpdate = true;
2846 Vector3 oldSize = new Vector3(obPart.Scale);
2847 3292
2848 float f = 1.0f; 3293 float f = 1.0f;
2849 float a = 1.0f; 3294 float a = 1.0f;
2850 3295
2851 if (part.PhysActor != null && part.PhysActor.IsPhysical) 3296 if (part.PhysActor != null && part.PhysActor.IsPhysical)
3297 {
3298 if (oldSize.X*x > m_scene.m_maxPhys)
2852 { 3299 {
2853 if (oldSize.X*x > m_scene.m_maxPhys) 3300 f = m_scene.m_maxPhys / oldSize.X;
2854 { 3301 a = f / x;
2855 f = m_scene.m_maxPhys / oldSize.X; 3302 x *= a;
2856 a = f / x; 3303 y *= a;
2857 x *= a; 3304 z *= a;
2858 y *= a;
2859 z *= a;
2860 }
2861 if (oldSize.Y*y > m_scene.m_maxPhys)
2862 {
2863 f = m_scene.m_maxPhys / oldSize.Y;
2864 a = f / y;
2865 x *= a;
2866 y *= a;
2867 z *= a;
2868 }
2869 if (oldSize.Z*z > m_scene.m_maxPhys)
2870 {
2871 f = m_scene.m_maxPhys / oldSize.Z;
2872 a = f / z;
2873 x *= a;
2874 y *= a;
2875 z *= a;
2876 }
2877 } 3305 }
2878 else 3306 if (oldSize.Y*y > m_scene.m_maxPhys)
3307 {
3308 f = m_scene.m_maxPhys / oldSize.Y;
3309 a = f / y;
3310 x *= a;
3311 y *= a;
3312 z *= a;
3313 }
3314 if (oldSize.Z*z > m_scene.m_maxPhys)
3315 {
3316 f = m_scene.m_maxPhys / oldSize.Z;
3317 a = f / z;
3318 x *= a;
3319 y *= a;
3320 z *= a;
3321 }
3322 }
3323 else
3324 {
3325 if (oldSize.X*x > m_scene.m_maxNonphys)
3326 {
3327 f = m_scene.m_maxNonphys / oldSize.X;
3328 a = f / x;
3329 x *= a;
3330 y *= a;
3331 z *= a;
3332 }
3333 if (oldSize.Y*y > m_scene.m_maxNonphys)
2879 { 3334 {
2880 if (oldSize.X*x > m_scene.m_maxNonphys) 3335 f = m_scene.m_maxNonphys / oldSize.Y;
2881 { 3336 a = f / y;
2882 f = m_scene.m_maxNonphys / oldSize.X; 3337 x *= a;
2883 a = f / x; 3338 y *= a;
2884 x *= a; 3339 z *= a;
2885 y *= a;
2886 z *= a;
2887 }
2888 if (oldSize.Y*y > m_scene.m_maxNonphys)
2889 {
2890 f = m_scene.m_maxNonphys / oldSize.Y;
2891 a = f / y;
2892 x *= a;
2893 y *= a;
2894 z *= a;
2895 }
2896 if (oldSize.Z*z > m_scene.m_maxNonphys)
2897 {
2898 f = m_scene.m_maxNonphys / oldSize.Z;
2899 a = f / z;
2900 x *= a;
2901 y *= a;
2902 z *= a;
2903 }
2904 } 3340 }
2905 obPart.IgnoreUndoUpdate = false; 3341 if (oldSize.Z*z > m_scene.m_maxNonphys)
2906 obPart.StoreUndoState(); 3342 {
3343 f = m_scene.m_maxNonphys / oldSize.Z;
3344 a = f / z;
3345 x *= a;
3346 y *= a;
3347 z *= a;
3348 }
3349
2907 } 3350 }
2908 } 3351 }
2909 } 3352 }
2910 } 3353 }
3354 lockPartsForRead(false);
2911 3355
2912 Vector3 prevScale = part.Scale; 3356 Vector3 prevScale = part.Scale;
2913 prevScale.X *= x; 3357 prevScale.X *= x;
2914 prevScale.Y *= y; 3358 prevScale.Y *= y;
2915 prevScale.Z *= z; 3359 prevScale.Z *= z;;
3360
3361 part.IgnoreUndoUpdate = false;
3362 part.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3363 part.IgnoreUndoUpdate = true;
2916 part.Resize(prevScale); 3364 part.Resize(prevScale);
3365 part.IgnoreUndoUpdate = false;
2917 3366
2918 lock (m_parts) 3367 lockPartsForRead(true);
2919 { 3368 {
2920 foreach (SceneObjectPart obPart in m_parts.Values) 3369 foreach (SceneObjectPart obPart in m_parts.Values)
2921 { 3370 {
2922 obPart.IgnoreUndoUpdate = true;
2923 if (obPart.UUID != m_rootPart.UUID) 3371 if (obPart.UUID != m_rootPart.UUID)
2924 { 3372 {
3373 obPart.IgnoreUndoUpdate = false;
3374 obPart.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3375 obPart.IgnoreUndoUpdate = true;
3376
2925 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3377 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2926 currentpos.X *= x; 3378 currentpos.X *= x;
2927 currentpos.Y *= y; 3379 currentpos.Y *= y;
@@ -2934,9 +3386,9 @@ namespace OpenSim.Region.Framework.Scenes
2934 obPart.UpdateOffSet(currentpos); 3386 obPart.UpdateOffSet(currentpos);
2935 } 3387 }
2936 obPart.IgnoreUndoUpdate = false; 3388 obPart.IgnoreUndoUpdate = false;
2937 obPart.StoreUndoState();
2938 } 3389 }
2939 } 3390 }
3391 lockPartsForRead(false);
2940 3392
2941 if (part.PhysActor != null) 3393 if (part.PhysActor != null)
2942 { 3394 {
@@ -2945,7 +3397,6 @@ namespace OpenSim.Region.Framework.Scenes
2945 } 3397 }
2946 3398
2947 part.IgnoreUndoUpdate = false; 3399 part.IgnoreUndoUpdate = false;
2948 part.StoreUndoState();
2949 HasGroupChanged = true; 3400 HasGroupChanged = true;
2950 ScheduleGroupForTerseUpdate(); 3401 ScheduleGroupForTerseUpdate();
2951 } 3402 }
@@ -2961,14 +3412,11 @@ namespace OpenSim.Region.Framework.Scenes
2961 /// <param name="pos"></param> 3412 /// <param name="pos"></param>
2962 public void UpdateGroupPosition(Vector3 pos) 3413 public void UpdateGroupPosition(Vector3 pos)
2963 { 3414 {
2964 foreach (SceneObjectPart part in Children.Values)
2965 {
2966 part.StoreUndoState();
2967 }
2968 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3415 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2969 { 3416 {
2970 if (IsAttachment) 3417 if (IsAttachment)
2971 { 3418 {
3419 m_rootPart.StoreUndoState(UndoType.STATE_GROUP_POSITION);
2972 m_rootPart.AttachedPos = pos; 3420 m_rootPart.AttachedPos = pos;
2973 } 3421 }
2974 if (RootPart.GetStatusSandbox()) 3422 if (RootPart.GetStatusSandbox())
@@ -3001,7 +3449,7 @@ namespace OpenSim.Region.Framework.Scenes
3001 SceneObjectPart part = GetChildPart(localID); 3449 SceneObjectPart part = GetChildPart(localID);
3002 foreach (SceneObjectPart parts in Children.Values) 3450 foreach (SceneObjectPart parts in Children.Values)
3003 { 3451 {
3004 parts.StoreUndoState(); 3452 parts.StoreUndoState(UndoType.STATE_PRIM_POSITION);
3005 } 3453 }
3006 if (part != null) 3454 if (part != null)
3007 { 3455 {
@@ -3026,7 +3474,7 @@ namespace OpenSim.Region.Framework.Scenes
3026 { 3474 {
3027 foreach (SceneObjectPart part in Children.Values) 3475 foreach (SceneObjectPart part in Children.Values)
3028 { 3476 {
3029 part.StoreUndoState(); 3477 part.StoreUndoState(UndoType.STATE_PRIM_POSITION);
3030 } 3478 }
3031 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3479 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
3032 Vector3 oldPos = 3480 Vector3 oldPos =
@@ -3039,7 +3487,7 @@ namespace OpenSim.Region.Framework.Scenes
3039 axDiff *= Quaternion.Inverse(partRotation); 3487 axDiff *= Quaternion.Inverse(partRotation);
3040 diff = axDiff; 3488 diff = axDiff;
3041 3489
3042 lock (m_parts) 3490 lockPartsForRead(true);
3043 { 3491 {
3044 foreach (SceneObjectPart obPart in m_parts.Values) 3492 foreach (SceneObjectPart obPart in m_parts.Values)
3045 { 3493 {
@@ -3049,11 +3497,29 @@ namespace OpenSim.Region.Framework.Scenes
3049 } 3497 }
3050 } 3498 }
3051 } 3499 }
3500 lockPartsForRead(false);
3052 3501
3053 AbsolutePosition = newPos; 3502 //We have to set undoing here because otherwise an undo state will be saved
3503 if (!m_rootPart.Undoing)
3504 {
3505 m_rootPart.Undoing = true;
3506 AbsolutePosition = newPos;
3507 m_rootPart.Undoing = false;
3508 }
3509 else
3510 {
3511 AbsolutePosition = newPos;
3512 }
3054 3513
3055 HasGroupChanged = true; 3514 HasGroupChanged = true;
3056 ScheduleGroupForTerseUpdate(); 3515 if (m_rootPart.Undoing)
3516 {
3517 ScheduleGroupForFullUpdate();
3518 }
3519 else
3520 {
3521 ScheduleGroupForTerseUpdate();
3522 }
3057 } 3523 }
3058 3524
3059 public void OffsetForNewRegion(Vector3 offset) 3525 public void OffsetForNewRegion(Vector3 offset)
@@ -3073,7 +3539,7 @@ namespace OpenSim.Region.Framework.Scenes
3073 { 3539 {
3074 foreach (SceneObjectPart parts in Children.Values) 3540 foreach (SceneObjectPart parts in Children.Values)
3075 { 3541 {
3076 parts.StoreUndoState(); 3542 parts.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
3077 } 3543 }
3078 m_rootPart.UpdateRotation(rot); 3544 m_rootPart.UpdateRotation(rot);
3079 3545
@@ -3097,7 +3563,7 @@ namespace OpenSim.Region.Framework.Scenes
3097 { 3563 {
3098 foreach (SceneObjectPart parts in Children.Values) 3564 foreach (SceneObjectPart parts in Children.Values)
3099 { 3565 {
3100 parts.StoreUndoState(); 3566 parts.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
3101 } 3567 }
3102 m_rootPart.UpdateRotation(rot); 3568 m_rootPart.UpdateRotation(rot);
3103 3569
@@ -3124,7 +3590,7 @@ namespace OpenSim.Region.Framework.Scenes
3124 SceneObjectPart part = GetChildPart(localID); 3590 SceneObjectPart part = GetChildPart(localID);
3125 foreach (SceneObjectPart parts in Children.Values) 3591 foreach (SceneObjectPart parts in Children.Values)
3126 { 3592 {
3127 parts.StoreUndoState(); 3593 parts.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3128 } 3594 }
3129 if (part != null) 3595 if (part != null)
3130 { 3596 {
@@ -3152,15 +3618,24 @@ namespace OpenSim.Region.Framework.Scenes
3152 if (part.UUID == m_rootPart.UUID) 3618 if (part.UUID == m_rootPart.UUID)
3153 { 3619 {
3154 UpdateRootRotation(rot); 3620 UpdateRootRotation(rot);
3155 AbsolutePosition = pos; 3621 if (!m_rootPart.Undoing)
3622 {
3623 m_rootPart.Undoing = true;
3624 AbsolutePosition = pos;
3625 m_rootPart.Undoing = false;
3626 }
3627 else
3628 {
3629 AbsolutePosition = pos;
3630 }
3156 } 3631 }
3157 else 3632 else
3158 { 3633 {
3634 part.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3159 part.IgnoreUndoUpdate = true; 3635 part.IgnoreUndoUpdate = true;
3160 part.UpdateRotation(rot); 3636 part.UpdateRotation(rot);
3161 part.OffsetPosition = pos; 3637 part.OffsetPosition = pos;
3162 part.IgnoreUndoUpdate = false; 3638 part.IgnoreUndoUpdate = false;
3163 part.StoreUndoState();
3164 } 3639 }
3165 } 3640 }
3166 } 3641 }
@@ -3174,7 +3649,13 @@ namespace OpenSim.Region.Framework.Scenes
3174 Quaternion axRot = rot; 3649 Quaternion axRot = rot;
3175 Quaternion oldParentRot = m_rootPart.RotationOffset; 3650 Quaternion oldParentRot = m_rootPart.RotationOffset;
3176 3651
3177 m_rootPart.StoreUndoState(); 3652 m_rootPart.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3653 bool cancelUndo = false;
3654 if (!m_rootPart.Undoing)
3655 {
3656 m_rootPart.Undoing = true;
3657 cancelUndo = true;
3658 }
3178 m_rootPart.UpdateRotation(rot); 3659 m_rootPart.UpdateRotation(rot);
3179 if (m_rootPart.PhysActor != null) 3660 if (m_rootPart.PhysActor != null)
3180 { 3661 {
@@ -3182,33 +3663,31 @@ namespace OpenSim.Region.Framework.Scenes
3182 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 3663 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
3183 } 3664 }
3184 3665
3185 lock (m_parts) 3666 lockPartsForRead(true);
3667
3668 foreach (SceneObjectPart prim in m_parts.Values)
3186 { 3669 {
3187 foreach (SceneObjectPart prim in m_parts.Values) 3670 if (prim.UUID != m_rootPart.UUID)
3188 { 3671 {
3189 if (prim.UUID != m_rootPart.UUID) 3672 prim.IgnoreUndoUpdate = true;
3190 { 3673 Vector3 axPos = prim.OffsetPosition;
3191 prim.IgnoreUndoUpdate = true; 3674 axPos *= oldParentRot;
3192 Vector3 axPos = prim.OffsetPosition; 3675 axPos *= Quaternion.Inverse(axRot);
3193 axPos *= oldParentRot; 3676 prim.OffsetPosition = axPos;
3194 axPos *= Quaternion.Inverse(axRot); 3677 Quaternion primsRot = prim.RotationOffset;
3195 prim.OffsetPosition = axPos; 3678 Quaternion newRot = primsRot * oldParentRot;
3196 Quaternion primsRot = prim.RotationOffset; 3679 newRot *= Quaternion.Inverse(axRot);
3197 Quaternion newRot = primsRot * oldParentRot; 3680 prim.RotationOffset = newRot;
3198 newRot *= Quaternion.Inverse(axRot); 3681 prim.ScheduleTerseUpdate();
3199 prim.RotationOffset = newRot; 3682 prim.IgnoreUndoUpdate = false;
3200 prim.ScheduleTerseUpdate();
3201 }
3202 } 3683 }
3203 } 3684 }
3204 foreach (SceneObjectPart childpart in Children.Values) 3685 if (cancelUndo == true)
3205 { 3686 {
3206 if (childpart != m_rootPart) 3687 m_rootPart.Undoing = false;
3207 {
3208 childpart.IgnoreUndoUpdate = false;
3209 childpart.StoreUndoState();
3210 }
3211 } 3688 }
3689 lockPartsForRead(false);
3690
3212 m_rootPart.ScheduleTerseUpdate(); 3691 m_rootPart.ScheduleTerseUpdate();
3213 } 3692 }
3214 3693
@@ -3330,7 +3809,7 @@ namespace OpenSim.Region.Framework.Scenes
3330 if (atTargets.Count > 0) 3809 if (atTargets.Count > 0)
3331 { 3810 {
3332 uint[] localids = new uint[0]; 3811 uint[] localids = new uint[0];
3333 lock (m_parts) 3812 lockPartsForRead(true);
3334 { 3813 {
3335 localids = new uint[m_parts.Count]; 3814 localids = new uint[m_parts.Count];
3336 int cntr = 0; 3815 int cntr = 0;
@@ -3340,6 +3819,7 @@ namespace OpenSim.Region.Framework.Scenes
3340 cntr++; 3819 cntr++;
3341 } 3820 }
3342 } 3821 }
3822 lockPartsForRead(false);
3343 3823
3344 for (int ctr = 0; ctr < localids.Length; ctr++) 3824 for (int ctr = 0; ctr < localids.Length; ctr++)
3345 { 3825 {
@@ -3358,7 +3838,7 @@ namespace OpenSim.Region.Framework.Scenes
3358 { 3838 {
3359 //trigger not_at_target 3839 //trigger not_at_target
3360 uint[] localids = new uint[0]; 3840 uint[] localids = new uint[0];
3361 lock (m_parts) 3841 lockPartsForRead(true);
3362 { 3842 {
3363 localids = new uint[m_parts.Count]; 3843 localids = new uint[m_parts.Count];
3364 int cntr = 0; 3844 int cntr = 0;
@@ -3368,7 +3848,8 @@ namespace OpenSim.Region.Framework.Scenes
3368 cntr++; 3848 cntr++;
3369 } 3849 }
3370 } 3850 }
3371 3851 lockPartsForRead(false);
3852
3372 for (int ctr = 0; ctr < localids.Length; ctr++) 3853 for (int ctr = 0; ctr < localids.Length; ctr++)
3373 { 3854 {
3374 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); 3855 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]);
@@ -3409,7 +3890,8 @@ namespace OpenSim.Region.Framework.Scenes
3409 if (atRotTargets.Count > 0) 3890 if (atRotTargets.Count > 0)
3410 { 3891 {
3411 uint[] localids = new uint[0]; 3892 uint[] localids = new uint[0];
3412 lock (m_parts) 3893 lockPartsForRead(true);
3894 try
3413 { 3895 {
3414 localids = new uint[m_parts.Count]; 3896 localids = new uint[m_parts.Count];
3415 int cntr = 0; 3897 int cntr = 0;
@@ -3419,6 +3901,10 @@ namespace OpenSim.Region.Framework.Scenes
3419 cntr++; 3901 cntr++;
3420 } 3902 }
3421 } 3903 }
3904 finally
3905 {
3906 lockPartsForRead(false);
3907 }
3422 3908
3423 for (int ctr = 0; ctr < localids.Length; ctr++) 3909 for (int ctr = 0; ctr < localids.Length; ctr++)
3424 { 3910 {
@@ -3437,7 +3923,8 @@ namespace OpenSim.Region.Framework.Scenes
3437 { 3923 {
3438 //trigger not_at_target 3924 //trigger not_at_target
3439 uint[] localids = new uint[0]; 3925 uint[] localids = new uint[0];
3440 lock (m_parts) 3926 lockPartsForRead(true);
3927 try
3441 { 3928 {
3442 localids = new uint[m_parts.Count]; 3929 localids = new uint[m_parts.Count];
3443 int cntr = 0; 3930 int cntr = 0;
@@ -3447,6 +3934,10 @@ namespace OpenSim.Region.Framework.Scenes
3447 cntr++; 3934 cntr++;
3448 } 3935 }
3449 } 3936 }
3937 finally
3938 {
3939 lockPartsForRead(false);
3940 }
3450 3941
3451 for (int ctr = 0; ctr < localids.Length; ctr++) 3942 for (int ctr = 0; ctr < localids.Length; ctr++)
3452 { 3943 {
@@ -3460,19 +3951,20 @@ namespace OpenSim.Region.Framework.Scenes
3460 public float GetMass() 3951 public float GetMass()
3461 { 3952 {
3462 float retmass = 0f; 3953 float retmass = 0f;
3463 lock (m_parts) 3954 lockPartsForRead(true);
3464 { 3955 {
3465 foreach (SceneObjectPart part in m_parts.Values) 3956 foreach (SceneObjectPart part in m_parts.Values)
3466 { 3957 {
3467 retmass += part.GetMass(); 3958 retmass += part.GetMass();
3468 } 3959 }
3469 } 3960 }
3961 lockPartsForRead(false);
3470 return retmass; 3962 return retmass;
3471 } 3963 }
3472 3964
3473 public void CheckSculptAndLoad() 3965 public void CheckSculptAndLoad()
3474 { 3966 {
3475 lock (m_parts) 3967 lockPartsForRead(true);
3476 { 3968 {
3477 if (!IsDeleted) 3969 if (!IsDeleted)
3478 { 3970 {
@@ -3497,6 +3989,7 @@ namespace OpenSim.Region.Framework.Scenes
3497 } 3989 }
3498 } 3990 }
3499 } 3991 }
3992 lockPartsForRead(false);
3500 } 3993 }
3501 3994
3502 protected void AssetReceived(string id, Object sender, AssetBase asset) 3995 protected void AssetReceived(string id, Object sender, AssetBase asset)
@@ -3517,7 +4010,7 @@ namespace OpenSim.Region.Framework.Scenes
3517 /// <param name="client"></param> 4010 /// <param name="client"></param>
3518 public void SetGroup(UUID GroupID, IClientAPI client) 4011 public void SetGroup(UUID GroupID, IClientAPI client)
3519 { 4012 {
3520 lock (m_parts) 4013 lockPartsForRead(true);
3521 { 4014 {
3522 foreach (SceneObjectPart part in m_parts.Values) 4015 foreach (SceneObjectPart part in m_parts.Values)
3523 { 4016 {
@@ -3527,6 +4020,7 @@ namespace OpenSim.Region.Framework.Scenes
3527 4020
3528 HasGroupChanged = true; 4021 HasGroupChanged = true;
3529 } 4022 }
4023 lockPartsForRead(false);
3530 4024
3531 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 4025 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
3532 // for the same object with very different properties. The caller must schedule the update. 4026 // for the same object with very different properties. The caller must schedule the update.
@@ -3548,11 +4042,12 @@ namespace OpenSim.Region.Framework.Scenes
3548 4042
3549 public void SetAttachmentPoint(byte point) 4043 public void SetAttachmentPoint(byte point)
3550 { 4044 {
3551 lock (m_parts) 4045 lockPartsForRead(true);
3552 { 4046 {
3553 foreach (SceneObjectPart part in m_parts.Values) 4047 foreach (SceneObjectPart part in m_parts.Values)
3554 part.SetAttachmentPoint(point); 4048 part.SetAttachmentPoint(point);
3555 } 4049 }
4050 lockPartsForRead(false);
3556 } 4051 }
3557 4052
3558 #region ISceneObject 4053 #region ISceneObject
@@ -3586,6 +4081,14 @@ namespace OpenSim.Region.Framework.Scenes
3586 SetFromItemID(uuid); 4081 SetFromItemID(uuid);
3587 } 4082 }
3588 4083
4084 public void ResetOwnerChangeFlag()
4085 {
4086 ForEachPart(delegate(SceneObjectPart part)
4087 {
4088 part.ResetOwnerChangeFlag();
4089 });
4090 }
4091
3589 #endregion 4092 #endregion
3590 } 4093 }
3591} 4094}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 3ed74e1..eefe8bb 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -60,7 +60,8 @@ namespace OpenSim.Region.Framework.Scenes
60 TELEPORT = 512, 60 TELEPORT = 512,
61 REGION_RESTART = 1024, 61 REGION_RESTART = 1024,
62 MEDIA = 2048, 62 MEDIA = 2048,
63 ANIMATION = 16384 63 ANIMATION = 16384,
64 POSITION = 32768
64 } 65 }
65 66
66 // I don't really know where to put this except here. 67 // I don't really know where to put this except here.
@@ -149,8 +150,8 @@ namespace OpenSim.Region.Framework.Scenes
149 150
150 // TODO: This needs to be persisted in next XML version update! 151 // TODO: This needs to be persisted in next XML version update!
151 [XmlIgnore] 152 [XmlIgnore]
152 public readonly int[] PayPrice = {-2,-2,-2,-2,-2}; 153 public int[] PayPrice = {-2,-2,-2,-2,-2};
153 154
154 [XmlIgnore] 155 [XmlIgnore]
155 public PhysicsActor PhysActor 156 public PhysicsActor PhysActor
156 { 157 {
@@ -193,6 +194,14 @@ namespace OpenSim.Region.Framework.Scenes
193 [XmlIgnore] 194 [XmlIgnore]
194 public UUID FromFolderID; 195 public UUID FromFolderID;
195 196
197 // The following two are to hold the attachment data
198 // while an object is inworld
199 [XmlIgnore]
200 public byte AttachPoint = 0;
201
202 [XmlIgnore]
203 public Vector3 AttachOffset = Vector3.Zero;
204
196 [XmlIgnore] 205 [XmlIgnore]
197 public int STATUS_ROTATE_X; 206 public int STATUS_ROTATE_X;
198 207
@@ -288,6 +297,7 @@ namespace OpenSim.Region.Framework.Scenes
288 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 297 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
289 private Vector3 m_sitTargetPosition; 298 private Vector3 m_sitTargetPosition;
290 private string m_sitAnimation = "SIT"; 299 private string m_sitAnimation = "SIT";
300 private bool m_occupied; // KF if any av is sitting on this prim
291 private string m_text = String.Empty; 301 private string m_text = String.Empty;
292 private string m_touchName = String.Empty; 302 private string m_touchName = String.Empty;
293 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 303 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -377,7 +387,7 @@ namespace OpenSim.Region.Framework.Scenes
377 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 387 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
378 Quaternion rotationOffset, Vector3 offsetPosition) 388 Quaternion rotationOffset, Vector3 offsetPosition)
379 { 389 {
380 m_name = "Primitive"; 390 m_name = "Object";
381 391
382 Rezzed = DateTime.UtcNow; 392 Rezzed = DateTime.UtcNow;
383 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 393 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
@@ -473,12 +483,16 @@ namespace OpenSim.Region.Framework.Scenes
473 } 483 }
474 484
475 /// <value> 485 /// <value>
476 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 486 /// Get the inventory list
477 /// </value> 487 /// </value>
478 public TaskInventoryDictionary TaskInventory 488 public TaskInventoryDictionary TaskInventory
479 { 489 {
480 get { return m_inventory.Items; } 490 get {
481 set { m_inventory.Items = value; } 491 return m_inventory.Items;
492 }
493 set {
494 m_inventory.Items = value;
495 }
482 } 496 }
483 497
484 /// <summary> 498 /// <summary>
@@ -611,14 +625,12 @@ namespace OpenSim.Region.Framework.Scenes
611 set { m_LoopSoundSlavePrims = value; } 625 set { m_LoopSoundSlavePrims = value; }
612 } 626 }
613 627
614 [XmlIgnore]
615 public Byte[] TextureAnimation 628 public Byte[] TextureAnimation
616 { 629 {
617 get { return m_TextureAnimation; } 630 get { return m_TextureAnimation; }
618 set { m_TextureAnimation = value; } 631 set { m_TextureAnimation = value; }
619 } 632 }
620 633
621 [XmlIgnore]
622 public Byte[] ParticleSystem 634 public Byte[] ParticleSystem
623 { 635 {
624 get { return m_particleSystem; } 636 get { return m_particleSystem; }
@@ -672,7 +684,6 @@ namespace OpenSim.Region.Framework.Scenes
672 set 684 set
673 { 685 {
674 m_groupPosition = value; 686 m_groupPosition = value;
675
676 PhysicsActor actor = PhysActor; 687 PhysicsActor actor = PhysActor;
677 if (actor != null) 688 if (actor != null)
678 { 689 {
@@ -692,25 +703,13 @@ namespace OpenSim.Region.Framework.Scenes
692 703
693 // Tell the physics engines that this prim changed. 704 // Tell the physics engines that this prim changed.
694 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 705 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
706
695 } 707 }
696 catch (Exception e) 708 catch (Exception e)
697 { 709 {
698 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 710 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
699 } 711 }
700 } 712 }
701
702 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
703 if (m_sitTargetAvatar != UUID.Zero)
704 {
705 if (m_parentGroup != null) // TODO can there be a SOP without a SOG?
706 {
707 ScenePresence avatar;
708 if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar))
709 {
710 avatar.ParentPosition = GetWorldPosition();
711 }
712 }
713 }
714 } 713 }
715 } 714 }
716 715
@@ -719,7 +718,8 @@ namespace OpenSim.Region.Framework.Scenes
719 get { return m_offsetPosition; } 718 get { return m_offsetPosition; }
720 set 719 set
721 { 720 {
722 StoreUndoState(); 721 Vector3 oldpos = m_offsetPosition;
722 StoreUndoState(UndoType.STATE_PRIM_POSITION);
723 m_offsetPosition = value; 723 m_offsetPosition = value;
724 724
725 if (ParentGroup != null && !ParentGroup.IsDeleted) 725 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -733,7 +733,22 @@ namespace OpenSim.Region.Framework.Scenes
733 // Tell the physics engines that this prim changed. 733 // Tell the physics engines that this prim changed.
734 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 734 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
735 } 735 }
736
737 if (!m_parentGroup.m_dupeInProgress)
738 {
739 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
740 foreach (ScenePresence av in avs)
741 {
742 if (av.LinkedPrim == m_uuid)
743 {
744 Vector3 offset = (m_offsetPosition - oldpos);
745 av.OffsetPosition += offset;
746 av.SendFullUpdateToAllClients();
747 }
748 }
749 }
736 } 750 }
751 TriggerScriptChangedEvent(Changed.POSITION);
737 } 752 }
738 } 753 }
739 754
@@ -775,7 +790,7 @@ namespace OpenSim.Region.Framework.Scenes
775 790
776 set 791 set
777 { 792 {
778 StoreUndoState(); 793 StoreUndoState(UndoType.STATE_PRIM_ROTATION);
779 m_rotationOffset = value; 794 m_rotationOffset = value;
780 795
781 PhysicsActor actor = PhysActor; 796 PhysicsActor actor = PhysActor;
@@ -859,7 +874,16 @@ namespace OpenSim.Region.Framework.Scenes
859 /// <summary></summary> 874 /// <summary></summary>
860 public Vector3 Acceleration 875 public Vector3 Acceleration
861 { 876 {
862 get { return m_acceleration; } 877 get
878 {
879 PhysicsActor actor = PhysActor;
880 if (actor != null)
881 {
882 m_acceleration = actor.Acceleration;
883 }
884 return m_acceleration;
885 }
886
863 set { m_acceleration = value; } 887 set { m_acceleration = value; }
864 } 888 }
865 889
@@ -964,7 +988,7 @@ namespace OpenSim.Region.Framework.Scenes
964 get { return m_shape.Scale; } 988 get { return m_shape.Scale; }
965 set 989 set
966 { 990 {
967 StoreUndoState(); 991 StoreUndoState(UndoType.STATE_PRIM_SCALE);
968 if (m_shape != null) 992 if (m_shape != null)
969 { 993 {
970 m_shape.Scale = value; 994 m_shape.Scale = value;
@@ -1034,7 +1058,8 @@ namespace OpenSim.Region.Framework.Scenes
1034 if (IsAttachment) 1058 if (IsAttachment)
1035 return GroupPosition; 1059 return GroupPosition;
1036 1060
1037 return m_offsetPosition + m_groupPosition; } 1061// return m_offsetPosition + m_groupPosition; }
1062 return m_groupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset) ; } //KF: Rotation was ignored!
1038 } 1063 }
1039 1064
1040 public SceneObjectGroup ParentGroup 1065 public SceneObjectGroup ParentGroup
@@ -1193,6 +1218,13 @@ namespace OpenSim.Region.Framework.Scenes
1193 _flags = value; 1218 _flags = value;
1194 } 1219 }
1195 } 1220 }
1221
1222 [XmlIgnore]
1223 public bool IsOccupied // KF If an av is sittingon this prim
1224 {
1225 get { return m_occupied; }
1226 set { m_occupied = value; }
1227 }
1196 1228
1197 [XmlIgnore] 1229 [XmlIgnore]
1198 public UUID SitTargetAvatar 1230 public UUID SitTargetAvatar
@@ -1268,14 +1300,6 @@ namespace OpenSim.Region.Framework.Scenes
1268 } 1300 }
1269 } 1301 }
1270 1302
1271 /// <summary>
1272 /// Clear all pending updates of parts to clients
1273 /// </summary>
1274 private void ClearUpdateSchedule()
1275 {
1276 m_updateFlag = 0;
1277 }
1278
1279 private void SendObjectPropertiesToClient(UUID AgentID) 1303 private void SendObjectPropertiesToClient(UUID AgentID)
1280 { 1304 {
1281 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1305 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
@@ -1526,14 +1550,21 @@ namespace OpenSim.Region.Framework.Scenes
1526 // or flexible 1550 // or flexible
1527 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) 1551 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
1528 { 1552 {
1529 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( 1553 try
1530 Name, 1554 {
1531 Shape, 1555 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
1532 AbsolutePosition, 1556 Name,
1533 Scale, 1557 Shape,
1534 RotationOffset, 1558 AbsolutePosition,
1535 RigidBody); 1559 Scale,
1536 1560 RotationOffset,
1561 RigidBody);
1562 }
1563 catch
1564 {
1565 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
1566 PhysActor = null;
1567 }
1537 // Basic Physics returns null.. joy joy joy. 1568 // Basic Physics returns null.. joy joy joy.
1538 if (PhysActor != null) 1569 if (PhysActor != null)
1539 { 1570 {
@@ -1561,7 +1592,7 @@ namespace OpenSim.Region.Framework.Scenes
1561 { 1592 {
1562 m_redo.Clear(); 1593 m_redo.Clear();
1563 } 1594 }
1564 StoreUndoState(); 1595 StoreUndoState(UndoType.STATE_ALL);
1565 } 1596 }
1566 1597
1567 public byte ConvertScriptUintToByte(uint indata) 1598 public byte ConvertScriptUintToByte(uint indata)
@@ -1673,7 +1704,7 @@ namespace OpenSim.Region.Framework.Scenes
1673 PrimitiveBaseShape shape = PrimitiveBaseShape.Create(); 1704 PrimitiveBaseShape shape = PrimitiveBaseShape.Create();
1674 part.Shape = shape; 1705 part.Shape = shape;
1675 1706
1676 part.Name = "Primitive"; 1707 part.Name = "Object";
1677 part._ownerID = UUID.Random(); 1708 part._ownerID = UUID.Random();
1678 1709
1679 return part; 1710 return part;
@@ -2033,12 +2064,17 @@ namespace OpenSim.Region.Framework.Scenes
2033 public Vector3 GetWorldPosition() 2064 public Vector3 GetWorldPosition()
2034 { 2065 {
2035 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 2066 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
2036
2037 Vector3 axPos = OffsetPosition; 2067 Vector3 axPos = OffsetPosition;
2038
2039 axPos *= parentRot; 2068 axPos *= parentRot;
2040 Vector3 translationOffsetPosition = axPos; 2069 Vector3 translationOffsetPosition = axPos;
2041 return GroupPosition + translationOffsetPosition; 2070 if(_parentID == 0)
2071 {
2072 return GroupPosition;
2073 }
2074 else
2075 {
2076 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
2077 }
2042 } 2078 }
2043 2079
2044 /// <summary> 2080 /// <summary>
@@ -2049,7 +2085,7 @@ namespace OpenSim.Region.Framework.Scenes
2049 { 2085 {
2050 Quaternion newRot; 2086 Quaternion newRot;
2051 2087
2052 if (this.LinkNum == 0) 2088 if (this.LinkNum < 2) //KF Single or root prim
2053 { 2089 {
2054 newRot = RotationOffset; 2090 newRot = RotationOffset;
2055 } 2091 }
@@ -2695,17 +2731,18 @@ namespace OpenSim.Region.Framework.Scenes
2695 //Trys to fetch sound id from prim's inventory. 2731 //Trys to fetch sound id from prim's inventory.
2696 //Prim's inventory doesn't support non script items yet 2732 //Prim's inventory doesn't support non script items yet
2697 2733
2698 lock (TaskInventory) 2734 TaskInventory.LockItemsForRead(true);
2735
2736 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2699 { 2737 {
2700 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2738 if (item.Value.Name == sound)
2701 { 2739 {
2702 if (item.Value.Name == sound) 2740 soundID = item.Value.ItemID;
2703 { 2741 break;
2704 soundID = item.Value.ItemID;
2705 break;
2706 }
2707 } 2742 }
2708 } 2743 }
2744
2745 TaskInventory.LockItemsForRead(false);
2709 } 2746 }
2710 2747
2711 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 2748 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -2765,7 +2802,7 @@ namespace OpenSim.Region.Framework.Scenes
2765 /// <param name="scale"></param> 2802 /// <param name="scale"></param>
2766 public void Resize(Vector3 scale) 2803 public void Resize(Vector3 scale)
2767 { 2804 {
2768 StoreUndoState(); 2805 StoreUndoState(UndoType.STATE_PRIM_SCALE);
2769 m_shape.Scale = scale; 2806 m_shape.Scale = scale;
2770 2807
2771 ParentGroup.HasGroupChanged = true; 2808 ParentGroup.HasGroupChanged = true;
@@ -2774,38 +2811,7 @@ namespace OpenSim.Region.Framework.Scenes
2774 2811
2775 public void RotLookAt(Quaternion target, float strength, float damping) 2812 public void RotLookAt(Quaternion target, float strength, float damping)
2776 { 2813 {
2777 rotLookAt(target, strength, damping); 2814 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2778 }
2779
2780 public void rotLookAt(Quaternion target, float strength, float damping)
2781 {
2782 if (IsAttachment)
2783 {
2784 /*
2785 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2786 if (avatar != null)
2787 {
2788 Rotate the Av?
2789 } */
2790 }
2791 else
2792 {
2793 APIDDamp = damping;
2794 APIDStrength = strength;
2795 APIDTarget = target;
2796 }
2797 }
2798
2799 public void startLookAt(Quaternion rot, float damp, float strength)
2800 {
2801 APIDDamp = damp;
2802 APIDStrength = strength;
2803 APIDTarget = rot;
2804 }
2805
2806 public void stopLookAt()
2807 {
2808 APIDTarget = Quaternion.Identity;
2809 } 2815 }
2810 2816
2811 /// <summary> 2817 /// <summary>
@@ -2817,7 +2823,10 @@ namespace OpenSim.Region.Framework.Scenes
2817 2823
2818 if (m_parentGroup != null) 2824 if (m_parentGroup != null)
2819 { 2825 {
2820 m_parentGroup.QueueForUpdateCheck(); 2826 if (!m_parentGroup.areUpdatesSuspended)
2827 {
2828 m_parentGroup.QueueForUpdateCheck();
2829 }
2821 } 2830 }
2822 2831
2823 int timeNow = Util.UnixTimeSinceEpoch(); 2832 int timeNow = Util.UnixTimeSinceEpoch();
@@ -3034,8 +3043,8 @@ namespace OpenSim.Region.Framework.Scenes
3034 { 3043 {
3035 const float ROTATION_TOLERANCE = 0.01f; 3044 const float ROTATION_TOLERANCE = 0.01f;
3036 const float VELOCITY_TOLERANCE = 0.001f; 3045 const float VELOCITY_TOLERANCE = 0.001f;
3037 const float POSITION_TOLERANCE = 0.05f; 3046 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
3038 const int TIME_MS_TOLERANCE = 3000; 3047 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
3039 3048
3040 if (m_updateFlag == 1) 3049 if (m_updateFlag == 1)
3041 { 3050 {
@@ -3049,7 +3058,7 @@ namespace OpenSim.Region.Framework.Scenes
3049 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3058 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
3050 { 3059 {
3051 AddTerseUpdateToAllAvatars(); 3060 AddTerseUpdateToAllAvatars();
3052 ClearUpdateSchedule(); 3061
3053 3062
3054 // This causes the Scene to 'poll' physical objects every couple of frames 3063 // This causes the Scene to 'poll' physical objects every couple of frames
3055 // bad, so it's been replaced by an event driven method. 3064 // bad, so it's been replaced by an event driven method.
@@ -3067,16 +3076,18 @@ namespace OpenSim.Region.Framework.Scenes
3067 m_lastAngularVelocity = AngularVelocity; 3076 m_lastAngularVelocity = AngularVelocity;
3068 m_lastTerseSent = Environment.TickCount; 3077 m_lastTerseSent = Environment.TickCount;
3069 } 3078 }
3079 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
3080 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
3070 } 3081 }
3071 else 3082 else
3072 { 3083 {
3073 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 3084 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
3074 { 3085 {
3075 AddFullUpdateToAllAvatars(); 3086 AddFullUpdateToAllAvatars();
3076 ClearUpdateSchedule(); 3087 m_updateFlag = 0; //Same here
3077 } 3088 }
3078 } 3089 }
3079 ClearUpdateSchedule(); 3090 m_updateFlag = 0;
3080 } 3091 }
3081 3092
3082 /// <summary> 3093 /// <summary>
@@ -3096,6 +3107,15 @@ namespace OpenSim.Region.Framework.Scenes
3096 UUID ownerID = _ownerID; 3107 UUID ownerID = _ownerID;
3097 UUID objectID = UUID; 3108 UUID objectID = UUID;
3098 UUID parentID = GetRootPartUUID(); 3109 UUID parentID = GetRootPartUUID();
3110
3111 if (ParentGroup.IsAttachment && ParentGroup.RootPart.Shape.State > 30)
3112 {
3113 // Use the avatar as the parent for HUDs, since the prims
3114 // are not sent to other avatars
3115 objectID = _ownerID;
3116 parentID = _ownerID;
3117 }
3118
3099 UUID soundID = UUID.Zero; 3119 UUID soundID = UUID.Zero;
3100 Vector3 position = AbsolutePosition; // region local 3120 Vector3 position = AbsolutePosition; // region local
3101 ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle; 3121 ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle;
@@ -3103,17 +3123,16 @@ namespace OpenSim.Region.Framework.Scenes
3103 if (!UUID.TryParse(sound, out soundID)) 3123 if (!UUID.TryParse(sound, out soundID))
3104 { 3124 {
3105 // search sound file from inventory 3125 // search sound file from inventory
3106 lock (TaskInventory) 3126 TaskInventory.LockItemsForRead(true);
3127 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3107 { 3128 {
3108 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3129 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3109 { 3130 {
3110 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3131 soundID = item.Value.ItemID;
3111 { 3132 break;
3112 soundID = item.Value.ItemID;
3113 break;
3114 }
3115 } 3133 }
3116 } 3134 }
3135 TaskInventory.LockItemsForRead(false);
3117 } 3136 }
3118 3137
3119 if (soundID == UUID.Zero) 3138 if (soundID == UUID.Zero)
@@ -3550,7 +3569,7 @@ namespace OpenSim.Region.Framework.Scenes
3550 3569
3551 public void StopLookAt() 3570 public void StopLookAt()
3552 { 3571 {
3553 m_parentGroup.stopLookAt(); 3572 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3554 3573
3555 m_parentGroup.ScheduleGroupForTerseUpdate(); 3574 m_parentGroup.ScheduleGroupForTerseUpdate();
3556 } 3575 }
@@ -3577,10 +3596,9 @@ namespace OpenSim.Region.Framework.Scenes
3577 m_parentGroup.ScheduleGroupForTerseUpdate(); 3596 m_parentGroup.ScheduleGroupForTerseUpdate();
3578 //m_parentGroup.ScheduleGroupForFullUpdate(); 3597 //m_parentGroup.ScheduleGroupForFullUpdate();
3579 } 3598 }
3580 3599 public void StoreUndoState(UndoType type)
3581 public void StoreUndoState()
3582 { 3600 {
3583 if (!Undoing) 3601 if (!Undoing && (m_parentGroup == null || m_parentGroup.RootPart == null || !m_parentGroup.RootPart.Undoing))
3584 { 3602 {
3585 if (!IgnoreUndoUpdate) 3603 if (!IgnoreUndoUpdate)
3586 { 3604 {
@@ -3591,17 +3609,25 @@ namespace OpenSim.Region.Framework.Scenes
3591 if (m_undo.Count > 0) 3609 if (m_undo.Count > 0)
3592 { 3610 {
3593 UndoState last = m_undo.Peek(); 3611 UndoState last = m_undo.Peek();
3594 if (last != null) 3612
3595 {
3596 if (last.Compare(this))
3597 return;
3598 }
3599 } 3613 }
3600 3614
3601 if (m_parentGroup.GetSceneMaxUndo() > 0) 3615 if (m_parentGroup.GetSceneMaxUndo() > 0)
3602 { 3616 {
3603 UndoState nUndo = new UndoState(this); 3617 UndoState lastUndo = m_undo.Peek();
3618
3619 UndoState nUndo = new UndoState(this, type);
3604 3620
3621 if (lastUndo != null)
3622 {
3623 TimeSpan ts = DateTime.Now.Subtract(lastUndo.LastUpdated);
3624 if (ts.TotalMilliseconds < 500)
3625 {
3626 //Delete the last entry since it was less than 500 milliseconds ago
3627 nUndo.Merge(lastUndo);
3628 m_undo.Pop();
3629 }
3630 }
3605 m_undo.Push(nUndo); 3631 m_undo.Push(nUndo);
3606 } 3632 }
3607 3633
@@ -4078,11 +4104,13 @@ namespace OpenSim.Region.Framework.Scenes
4078 if (m_undo.Count > 0) 4104 if (m_undo.Count > 0)
4079 { 4105 {
4080 UndoState nUndo = null; 4106 UndoState nUndo = null;
4107 UndoState goback = m_undo.Pop();
4081 if (m_parentGroup.GetSceneMaxUndo() > 0) 4108 if (m_parentGroup.GetSceneMaxUndo() > 0)
4082 { 4109 {
4083 nUndo = new UndoState(this); 4110 nUndo = new UndoState(this, goback.Type);
4084 } 4111 }
4085 UndoState goback = m_undo.Pop(); 4112
4113
4086 if (goback != null) 4114 if (goback != null)
4087 { 4115 {
4088 goback.PlaybackState(this); 4116 goback.PlaybackState(this);
@@ -4097,13 +4125,13 @@ namespace OpenSim.Region.Framework.Scenes
4097 { 4125 {
4098 lock (m_redo) 4126 lock (m_redo)
4099 { 4127 {
4128 UndoState gofwd = m_redo.Pop();
4100 if (m_parentGroup.GetSceneMaxUndo() > 0) 4129 if (m_parentGroup.GetSceneMaxUndo() > 0)
4101 { 4130 {
4102 UndoState nUndo = new UndoState(this); 4131 UndoState nUndo = new UndoState(this, gofwd.Type);
4103 4132
4104 m_undo.Push(nUndo); 4133 m_undo.Push(nUndo);
4105 } 4134 }
4106 UndoState gofwd = m_redo.Pop();
4107 if (gofwd != null) 4135 if (gofwd != null)
4108 gofwd.PlayfwdState(this); 4136 gofwd.PlayfwdState(this);
4109 } 4137 }
@@ -4551,8 +4579,9 @@ namespace OpenSim.Region.Framework.Scenes
4551 { 4579 {
4552 m_shape.TextureEntry = textureEntry; 4580 m_shape.TextureEntry = textureEntry;
4553 TriggerScriptChangedEvent(Changed.TEXTURE); 4581 TriggerScriptChangedEvent(Changed.TEXTURE);
4554 4582 m_updateFlag = 1;
4555 ParentGroup.HasGroupChanged = true; 4583 ParentGroup.HasGroupChanged = true;
4584
4556 //This is madness.. 4585 //This is madness..
4557 //ParentGroup.ScheduleGroupForFullUpdate(); 4586 //ParentGroup.ScheduleGroupForFullUpdate();
4558 //This is sparta 4587 //This is sparta
@@ -4785,5 +4814,17 @@ namespace OpenSim.Region.Framework.Scenes
4785 Color color = Color; 4814 Color color = Color;
4786 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4815 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4787 } 4816 }
4817
4818 public void ResetOwnerChangeFlag()
4819 {
4820 List<UUID> inv = Inventory.GetInventoryList();
4821
4822 foreach (UUID itemID in inv)
4823 {
4824 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4825 item.OwnerChanged = false;
4826 Inventory.UpdateInventoryItem(item);
4827 }
4828 }
4788 } 4829 }
4789} 4830}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index ca089a1..1959427 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -47,6 +47,8 @@ namespace OpenSim.Region.Framework.Scenes
47 47
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private int m_inventoryFileNameSerial = 0; 49 private int m_inventoryFileNameSerial = 0;
50
51 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
50 52
51 /// <value> 53 /// <value>
52 /// The part to which the inventory belongs. 54 /// The part to which the inventory belongs.
@@ -83,7 +85,9 @@ namespace OpenSim.Region.Framework.Scenes
83 /// </value> 85 /// </value>
84 protected internal TaskInventoryDictionary Items 86 protected internal TaskInventoryDictionary Items
85 { 87 {
86 get { return m_items; } 88 get {
89 return m_items;
90 }
87 set 91 set
88 { 92 {
89 m_items = value; 93 m_items = value;
@@ -119,22 +123,25 @@ namespace OpenSim.Region.Framework.Scenes
119 /// <param name="linkNum">Link number for the part</param> 123 /// <param name="linkNum">Link number for the part</param>
120 public void ResetInventoryIDs() 124 public void ResetInventoryIDs()
121 { 125 {
122 lock (m_items) 126 m_items.LockItemsForWrite(true);
127
128 if (0 == Items.Count)
123 { 129 {
124 if (0 == m_items.Count) 130 m_items.LockItemsForWrite(false);
125 return; 131 return;
132 }
126 133
127 HasInventoryChanged = true; 134 HasInventoryChanged = true;
128 m_part.ParentGroup.HasGroupChanged = true; 135 m_part.ParentGroup.HasGroupChanged = true;
129 IList<TaskInventoryItem> items = GetInventoryItems(); 136 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
130 m_items.Clear(); 137 Items.Clear();
131 138
132 foreach (TaskInventoryItem item in items) 139 foreach (TaskInventoryItem item in items)
133 { 140 {
134 item.ResetIDs(m_part.UUID); 141 item.ResetIDs(m_part.UUID);
135 m_items.Add(item.ItemID, item); 142 Items.Add(item.ItemID, item);
136 }
137 } 143 }
144 m_items.LockItemsForWrite(false);
138 } 145 }
139 146
140 /// <summary> 147 /// <summary>
@@ -143,12 +150,11 @@ namespace OpenSim.Region.Framework.Scenes
143 /// <param name="ownerId"></param> 150 /// <param name="ownerId"></param>
144 public void ChangeInventoryOwner(UUID ownerId) 151 public void ChangeInventoryOwner(UUID ownerId)
145 { 152 {
146 lock (Items) 153 m_items.LockItemsForWrite(true);
154 if (0 == Items.Count)
147 { 155 {
148 if (0 == Items.Count) 156 m_items.LockItemsForWrite(false);
149 { 157 return;
150 return;
151 }
152 } 158 }
153 159
154 HasInventoryChanged = true; 160 HasInventoryChanged = true;
@@ -162,6 +168,7 @@ namespace OpenSim.Region.Framework.Scenes
162 item.OwnerID = ownerId; 168 item.OwnerID = ownerId;
163 } 169 }
164 } 170 }
171 m_items.LockItemsForWrite(false);
165 } 172 }
166 173
167 /// <summary> 174 /// <summary>
@@ -170,22 +177,24 @@ namespace OpenSim.Region.Framework.Scenes
170 /// <param name="groupID"></param> 177 /// <param name="groupID"></param>
171 public void ChangeInventoryGroup(UUID groupID) 178 public void ChangeInventoryGroup(UUID groupID)
172 { 179 {
173 lock (Items) 180 m_items.LockItemsForWrite(true);
181 if (0 == Items.Count)
174 { 182 {
175 if (0 == Items.Count) 183 m_items.LockItemsForWrite(false);
176 { 184 return;
177 return;
178 }
179 } 185 }
180 186
181 HasInventoryChanged = true; 187 HasInventoryChanged = true;
182 m_part.ParentGroup.HasGroupChanged = true; 188 m_part.ParentGroup.HasGroupChanged = true;
183 List<TaskInventoryItem> items = GetInventoryItems(); 189 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
184 foreach (TaskInventoryItem item in items) 190 foreach (TaskInventoryItem item in items)
185 { 191 {
186 if (groupID != item.GroupID) 192 if (groupID != item.GroupID)
193 {
187 item.GroupID = groupID; 194 item.GroupID = groupID;
195 }
188 } 196 }
197 m_items.LockItemsForWrite(false);
189 } 198 }
190 199
191 /// <summary> 200 /// <summary>
@@ -193,9 +202,14 @@ namespace OpenSim.Region.Framework.Scenes
193 /// </summary> 202 /// </summary>
194 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 203 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
195 { 204 {
196 List<TaskInventoryItem> scripts = GetInventoryScripts(); 205 Items.LockItemsForRead(true);
197 foreach (TaskInventoryItem item in scripts) 206 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
198 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 207 Items.LockItemsForRead(false);
208 foreach (TaskInventoryItem item in items)
209 {
210 if ((int)InventoryType.LSL == item.InvType)
211 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
212 }
199 } 213 }
200 214
201 public ArrayList GetScriptErrors(UUID itemID) 215 public ArrayList GetScriptErrors(UUID itemID)
@@ -228,9 +242,18 @@ namespace OpenSim.Region.Framework.Scenes
228 /// </param> 242 /// </param>
229 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 243 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
230 { 244 {
231 List<TaskInventoryItem> scripts = GetInventoryScripts(); 245 Items.LockItemsForRead(true);
232 foreach (TaskInventoryItem item in scripts) 246 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
233 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 247 Items.LockItemsForRead(false);
248
249 foreach (TaskInventoryItem item in items)
250 {
251 if ((int)InventoryType.LSL == item.InvType)
252 {
253 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
254 m_part.RemoveScriptEvents(item.ItemID);
255 }
256 }
234 } 257 }
235 258
236 /// <summary> 259 /// <summary>
@@ -246,7 +269,10 @@ namespace OpenSim.Region.Framework.Scenes
246 // item.Name, item.ItemID, Name, UUID); 269 // item.Name, item.ItemID, Name, UUID);
247 270
248 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 271 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
272 {
273 StoreScriptError(item.ItemID, "no permission");
249 return; 274 return;
275 }
250 276
251 m_part.AddFlag(PrimFlags.Scripted); 277 m_part.AddFlag(PrimFlags.Scripted);
252 278
@@ -255,14 +281,13 @@ namespace OpenSim.Region.Framework.Scenes
255 if (stateSource == 2 && // Prim crossing 281 if (stateSource == 2 && // Prim crossing
256 m_part.ParentGroup.Scene.m_trustBinaries) 282 m_part.ParentGroup.Scene.m_trustBinaries)
257 { 283 {
258 lock (m_items) 284 m_items.LockItemsForWrite(true);
259 { 285 m_items[item.ItemID].PermsMask = 0;
260 m_items[item.ItemID].PermsMask = 0; 286 m_items[item.ItemID].PermsGranter = UUID.Zero;
261 m_items[item.ItemID].PermsGranter = UUID.Zero; 287 m_items.LockItemsForWrite(false);
262 }
263
264 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 288 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
265 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 289 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
290 StoreScriptErrors(item.ItemID, null);
266 m_part.ParentGroup.AddActiveScriptCount(1); 291 m_part.ParentGroup.AddActiveScriptCount(1);
267 m_part.ScheduleFullUpdate(); 292 m_part.ScheduleFullUpdate();
268 return; 293 return;
@@ -271,6 +296,8 @@ namespace OpenSim.Region.Framework.Scenes
271 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 296 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
272 if (null == asset) 297 if (null == asset)
273 { 298 {
299 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
300 StoreScriptError(item.ItemID, msg);
274 m_log.ErrorFormat( 301 m_log.ErrorFormat(
275 "[PRIM INVENTORY]: " + 302 "[PRIM INVENTORY]: " +
276 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 303 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -282,15 +309,17 @@ namespace OpenSim.Region.Framework.Scenes
282 if (m_part.ParentGroup.m_savedScriptState != null) 309 if (m_part.ParentGroup.m_savedScriptState != null)
283 RestoreSavedScriptState(item.OldItemID, item.ItemID); 310 RestoreSavedScriptState(item.OldItemID, item.ItemID);
284 311
285 lock (m_items) 312 m_items.LockItemsForWrite(true);
286 { 313
287 m_items[item.ItemID].PermsMask = 0; 314 m_items[item.ItemID].PermsMask = 0;
288 m_items[item.ItemID].PermsGranter = UUID.Zero; 315 m_items[item.ItemID].PermsGranter = UUID.Zero;
289 } 316
317 m_items.LockItemsForWrite(false);
290 318
291 string script = Utils.BytesToString(asset.Data); 319 string script = Utils.BytesToString(asset.Data);
292 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 320 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
293 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 321 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
322 StoreScriptErrors(item.ItemID, null);
294 m_part.ParentGroup.AddActiveScriptCount(1); 323 m_part.ParentGroup.AddActiveScriptCount(1);
295 m_part.ScheduleFullUpdate(); 324 m_part.ScheduleFullUpdate();
296 } 325 }
@@ -354,21 +383,145 @@ namespace OpenSim.Region.Framework.Scenes
354 383
355 /// <summary> 384 /// <summary>
356 /// Start a script which is in this prim's inventory. 385 /// Start a script which is in this prim's inventory.
386 /// Some processing may occur in the background, but this routine returns asap.
357 /// </summary> 387 /// </summary>
358 /// <param name="itemId"> 388 /// <param name="itemId">
359 /// A <see cref="UUID"/> 389 /// A <see cref="UUID"/>
360 /// </param> 390 /// </param>
361 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 391 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
362 { 392 {
363 TaskInventoryItem item = GetInventoryItem(itemId); 393 lock (m_scriptErrors)
364 if (item != null) 394 {
365 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 395 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
396 m_scriptErrors.Remove(itemId);
397 }
398 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
399 }
400
401 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
402 {
403 m_items.LockItemsForRead(true);
404 if (m_items.ContainsKey(itemId))
405 {
406 if (m_items.ContainsKey(itemId))
407 {
408 m_items.LockItemsForRead(false);
409 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
410 }
411 else
412 {
413 m_items.LockItemsForRead(false);
414 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
415 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
416 StoreScriptError(itemId, msg);
417 m_log.ErrorFormat(
418 "[PRIM INVENTORY]: " +
419 "Couldn't start script with ID {0} since it {1}", itemId, msg);
420 }
421 }
366 else 422 else
423 {
424 m_items.LockItemsForRead(false);
425 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
426 StoreScriptError(itemId, msg);
367 m_log.ErrorFormat( 427 m_log.ErrorFormat(
368 "[PRIM INVENTORY]: " + 428 "[PRIM INVENTORY]: " +
369 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 429 "Couldn't start script with ID {0} since it {1}", itemId, msg);
370 itemId, m_part.Name, m_part.UUID, 430 }
371 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 431
432 }
433
434 /// <summary>
435 /// Start a script which is in this prim's inventory and return any compilation error messages.
436 /// </summary>
437 /// <param name="itemId">
438 /// A <see cref="UUID"/>
439 /// </param>
440 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
441 {
442 ArrayList errors;
443
444 // Indicate to CreateScriptInstanceInternal() we want it to
445 // post any compilation/loading error messages
446 lock (m_scriptErrors)
447 {
448 m_scriptErrors[itemId] = null;
449 }
450
451 // Perform compilation/loading
452 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
453
454 // Wait for and retrieve any errors
455 lock (m_scriptErrors)
456 {
457 while ((errors = m_scriptErrors[itemId]) == null)
458 {
459 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
460 {
461 m_log.ErrorFormat(
462 "[PRIM INVENTORY]: " +
463 "timedout waiting for script {0} errors", itemId);
464 errors = m_scriptErrors[itemId];
465 if (errors == null)
466 {
467 errors = new ArrayList(1);
468 errors.Add("timedout waiting for errors");
469 }
470 break;
471 }
472 }
473 m_scriptErrors.Remove(itemId);
474 }
475 return errors;
476 }
477
478 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
479 private void StoreScriptErrors(UUID itemId, ArrayList errors)
480 {
481 lock (m_scriptErrors)
482 {
483 // If compilation/loading initiated via CreateScriptInstance(),
484 // it does not want the errors, so just get out
485 if (!m_scriptErrors.ContainsKey(itemId))
486 {
487 return;
488 }
489
490 // Initiated via CreateScriptInstanceEr(), if we know what the
491 // errors are, save them and wake CreateScriptInstanceEr().
492 if (errors != null)
493 {
494 m_scriptErrors[itemId] = errors;
495 System.Threading.Monitor.PulseAll(m_scriptErrors);
496 return;
497 }
498 }
499
500 // Initiated via CreateScriptInstanceEr() but we don't know what
501 // the errors are yet, so retrieve them from the script engine.
502 // This may involve some waiting internal to GetScriptErrors().
503 errors = GetScriptErrors(itemId);
504
505 // Get a default non-null value to indicate success.
506 if (errors == null)
507 {
508 errors = new ArrayList();
509 }
510
511 // Post to CreateScriptInstanceEr() and wake it up
512 lock (m_scriptErrors)
513 {
514 m_scriptErrors[itemId] = errors;
515 System.Threading.Monitor.PulseAll(m_scriptErrors);
516 }
517 }
518
519 // Like StoreScriptErrors(), but just posts a single string message
520 private void StoreScriptError(UUID itemId, string message)
521 {
522 ArrayList errors = new ArrayList(1);
523 errors.Add(message);
524 StoreScriptErrors(itemId, errors);
372 } 525 }
373 526
374 /// <summary> 527 /// <summary>
@@ -381,15 +534,7 @@ namespace OpenSim.Region.Framework.Scenes
381 /// </param> 534 /// </param>
382 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 535 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
383 { 536 {
384 bool scriptPresent = false; 537 if (m_items.ContainsKey(itemId))
385
386 lock (m_items)
387 {
388 if (m_items.ContainsKey(itemId))
389 scriptPresent = true;
390 }
391
392 if (scriptPresent)
393 { 538 {
394 if (!sceneObjectBeingDeleted) 539 if (!sceneObjectBeingDeleted)
395 m_part.RemoveScriptEvents(itemId); 540 m_part.RemoveScriptEvents(itemId);
@@ -414,14 +559,16 @@ namespace OpenSim.Region.Framework.Scenes
414 /// <returns></returns> 559 /// <returns></returns>
415 private bool InventoryContainsName(string name) 560 private bool InventoryContainsName(string name)
416 { 561 {
417 lock (m_items) 562 m_items.LockItemsForRead(true);
563 foreach (TaskInventoryItem item in m_items.Values)
418 { 564 {
419 foreach (TaskInventoryItem item in m_items.Values) 565 if (item.Name == name)
420 { 566 {
421 if (item.Name == name) 567 m_items.LockItemsForRead(false);
422 return true; 568 return true;
423 } 569 }
424 } 570 }
571 m_items.LockItemsForRead(false);
425 return false; 572 return false;
426 } 573 }
427 574
@@ -463,8 +610,9 @@ namespace OpenSim.Region.Framework.Scenes
463 /// <param name="item"></param> 610 /// <param name="item"></param>
464 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 611 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
465 { 612 {
466 List<TaskInventoryItem> il = GetInventoryItems(); 613 m_items.LockItemsForRead(true);
467 614 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
615 m_items.LockItemsForRead(false);
468 foreach (TaskInventoryItem i in il) 616 foreach (TaskInventoryItem i in il)
469 { 617 {
470 if (i.Name == item.Name) 618 if (i.Name == item.Name)
@@ -502,14 +650,14 @@ namespace OpenSim.Region.Framework.Scenes
502 item.Name = name; 650 item.Name = name;
503 item.GroupID = m_part.GroupID; 651 item.GroupID = m_part.GroupID;
504 652
505 lock (m_items) 653 m_items.LockItemsForWrite(true);
506 m_items.Add(item.ItemID, item); 654 m_items.Add(item.ItemID, item);
507 655 m_items.LockItemsForWrite(false);
508 if (allowedDrop) 656 if (allowedDrop)
509 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 657 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
510 else 658 else
511 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 659 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
512 660
513 m_inventorySerial++; 661 m_inventorySerial++;
514 //m_inventorySerial += 2; 662 //m_inventorySerial += 2;
515 HasInventoryChanged = true; 663 HasInventoryChanged = true;
@@ -525,15 +673,15 @@ namespace OpenSim.Region.Framework.Scenes
525 /// <param name="items"></param> 673 /// <param name="items"></param>
526 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 674 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
527 { 675 {
528 lock (m_items) 676 m_items.LockItemsForWrite(true);
677 foreach (TaskInventoryItem item in items)
529 { 678 {
530 foreach (TaskInventoryItem item in items) 679 m_items.Add(item.ItemID, item);
531 { 680// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
532 m_items.Add(item.ItemID, item);
533// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
534 }
535 m_inventorySerial++;
536 } 681 }
682 m_items.LockItemsForWrite(false);
683
684 m_inventorySerial++;
537 } 685 }
538 686
539 /// <summary> 687 /// <summary>
@@ -544,10 +692,9 @@ namespace OpenSim.Region.Framework.Scenes
544 public TaskInventoryItem GetInventoryItem(UUID itemId) 692 public TaskInventoryItem GetInventoryItem(UUID itemId)
545 { 693 {
546 TaskInventoryItem item; 694 TaskInventoryItem item;
547 695 m_items.LockItemsForRead(true);
548 lock (m_items) 696 m_items.TryGetValue(itemId, out item);
549 m_items.TryGetValue(itemId, out item); 697 m_items.LockItemsForRead(false);
550
551 return item; 698 return item;
552 } 699 }
553 700
@@ -563,15 +710,16 @@ namespace OpenSim.Region.Framework.Scenes
563 { 710 {
564 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 711 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
565 712
566 lock (m_items) 713 m_items.LockItemsForRead(true);
714
715 foreach (TaskInventoryItem item in m_items.Values)
567 { 716 {
568 foreach (TaskInventoryItem item in m_items.Values) 717 if (item.Name == name)
569 { 718 items.Add(item);
570 if (item.Name == name)
571 items.Add(item);
572 }
573 } 719 }
574 720
721 m_items.LockItemsForRead(false);
722
575 return items; 723 return items;
576 } 724 }
577 725
@@ -652,8 +800,9 @@ namespace OpenSim.Region.Framework.Scenes
652 800
653 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents) 801 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents)
654 { 802 {
655 TaskInventoryItem it = GetInventoryItem(item.ItemID); 803 m_items.LockItemsForWrite(true);
656 if (it != null) 804
805 if (m_items.ContainsKey(item.ItemID))
657 { 806 {
658 item.ParentID = m_part.UUID; 807 item.ParentID = m_part.UUID;
659 item.ParentPartID = m_part.UUID; 808 item.ParentPartID = m_part.UUID;
@@ -665,19 +814,15 @@ namespace OpenSim.Region.Framework.Scenes
665 item.GroupID = m_part.GroupID; 814 item.GroupID = m_part.GroupID;
666 815
667 if (item.AssetID == UUID.Zero) 816 if (item.AssetID == UUID.Zero)
668 item.AssetID = it.AssetID; 817 item.AssetID = m_items[item.ItemID].AssetID;
669
670 lock (m_items)
671 {
672 m_items[item.ItemID] = item;
673 m_inventorySerial++;
674 }
675 818
819 m_items[item.ItemID] = item;
820 m_inventorySerial++;
676 if (fireScriptEvents) 821 if (fireScriptEvents)
677 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 822 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
678
679 HasInventoryChanged = true; 823 HasInventoryChanged = true;
680 m_part.ParentGroup.HasGroupChanged = true; 824 m_part.ParentGroup.HasGroupChanged = true;
825 m_items.LockItemsForWrite(false);
681 return true; 826 return true;
682 } 827 }
683 else 828 else
@@ -688,8 +833,9 @@ namespace OpenSim.Region.Framework.Scenes
688 item.ItemID, m_part.Name, m_part.UUID, 833 item.ItemID, m_part.Name, m_part.UUID,
689 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 834 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
690 } 835 }
691 return false; 836 m_items.LockItemsForWrite(false);
692 837
838 return false;
693 } 839 }
694 840
695 /// <summary> 841 /// <summary>
@@ -700,37 +846,53 @@ namespace OpenSim.Region.Framework.Scenes
700 /// in this prim's inventory.</returns> 846 /// in this prim's inventory.</returns>
701 public int RemoveInventoryItem(UUID itemID) 847 public int RemoveInventoryItem(UUID itemID)
702 { 848 {
703 TaskInventoryItem item = GetInventoryItem(itemID); 849 m_items.LockItemsForRead(true);
704 if (item != null) 850
851 if (m_items.ContainsKey(itemID))
705 { 852 {
706 int type = m_items[itemID].InvType; 853 int type = m_items[itemID].InvType;
854 m_items.LockItemsForRead(false);
707 if (type == 10) // Script 855 if (type == 10) // Script
708 { 856 {
709 m_part.RemoveScriptEvents(itemID);
710 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 857 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
711 } 858 }
859 m_items.LockItemsForWrite(true);
712 m_items.Remove(itemID); 860 m_items.Remove(itemID);
861 m_items.LockItemsForWrite(false);
713 m_inventorySerial++; 862 m_inventorySerial++;
714 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 863 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
715 864
716 HasInventoryChanged = true; 865 HasInventoryChanged = true;
717 m_part.ParentGroup.HasGroupChanged = true; 866 m_part.ParentGroup.HasGroupChanged = true;
718 867
719 if (!ContainsScripts()) 868 int scriptcount = 0;
869 m_items.LockItemsForRead(true);
870 foreach (TaskInventoryItem item in m_items.Values)
871 {
872 if (item.Type == 10)
873 {
874 scriptcount++;
875 }
876 }
877 m_items.LockItemsForRead(false);
878
879
880 if (scriptcount <= 0)
881 {
720 m_part.RemFlag(PrimFlags.Scripted); 882 m_part.RemFlag(PrimFlags.Scripted);
883 }
721 884
722 m_part.ScheduleFullUpdate(); 885 m_part.ScheduleFullUpdate();
723 886
724 return type; 887 return type;
725
726 } 888 }
727 else 889 else
728 { 890 {
891 m_items.LockItemsForRead(false);
729 m_log.ErrorFormat( 892 m_log.ErrorFormat(
730 "[PRIM INVENTORY]: " + 893 "[PRIM INVENTORY]: " +
731 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 894 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
732 itemID, m_part.Name, m_part.UUID, 895 itemID, m_part.Name, m_part.UUID);
733 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
734 } 896 }
735 897
736 return -1; 898 return -1;
@@ -784,8 +946,9 @@ namespace OpenSim.Region.Framework.Scenes
784 // isn't available (such as drag from prim inventory to agent inventory) 946 // isn't available (such as drag from prim inventory to agent inventory)
785 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 947 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
786 948
787 List<TaskInventoryItem> items = GetInventoryItems(); 949 m_items.LockItemsForRead(true);
788 foreach (TaskInventoryItem item in items) 950
951 foreach (TaskInventoryItem item in m_items.Values)
789 { 952 {
790 UUID ownerID = item.OwnerID; 953 UUID ownerID = item.OwnerID;
791 uint everyoneMask = 0; 954 uint everyoneMask = 0;
@@ -829,6 +992,8 @@ namespace OpenSim.Region.Framework.Scenes
829 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 992 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
830 invString.AddSectionEnd(); 993 invString.AddSectionEnd();
831 } 994 }
995 int count = m_items.Count;
996 m_items.LockItemsForRead(false);
832 997
833 fileData = Utils.StringToBytes(invString.BuildString); 998 fileData = Utils.StringToBytes(invString.BuildString);
834 999
@@ -849,10 +1014,11 @@ namespace OpenSim.Region.Framework.Scenes
849 { 1014 {
850 if (HasInventoryChanged) 1015 if (HasInventoryChanged)
851 { 1016 {
852 HasInventoryChanged = false; 1017 Items.LockItemsForRead(true);
853 List<TaskInventoryItem> items = GetInventoryItems(); 1018 datastore.StorePrimInventory(m_part.UUID, Items.Values);
854 datastore.StorePrimInventory(m_part.UUID, items); 1019 Items.LockItemsForRead(false);
855 1020
1021 HasInventoryChanged = false;
856 } 1022 }
857 } 1023 }
858 1024
@@ -919,89 +1085,75 @@ namespace OpenSim.Region.Framework.Scenes
919 { 1085 {
920 uint mask=0x7fffffff; 1086 uint mask=0x7fffffff;
921 1087
922 lock (m_items) 1088 foreach (TaskInventoryItem item in m_items.Values)
923 { 1089 {
924 foreach (TaskInventoryItem item in m_items.Values) 1090 if (item.InvType != (int)InventoryType.Object)
925 { 1091 {
926 if (item.InvType != (int)InventoryType.Object) 1092 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
927 { 1093 mask &= ~((uint)PermissionMask.Copy >> 13);
928 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1094 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
929 mask &= ~((uint)PermissionMask.Copy >> 13); 1095 mask &= ~((uint)PermissionMask.Transfer >> 13);
930 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1096 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
931 mask &= ~((uint)PermissionMask.Transfer >> 13); 1097 mask &= ~((uint)PermissionMask.Modify >> 13);
932 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1098 }
933 mask &= ~((uint)PermissionMask.Modify >> 13); 1099 else
934 } 1100 {
935 else 1101 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
936 { 1102 mask &= ~((uint)PermissionMask.Copy >> 13);
937 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1103 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
938 mask &= ~((uint)PermissionMask.Copy >> 13); 1104 mask &= ~((uint)PermissionMask.Transfer >> 13);
939 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1105 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
940 mask &= ~((uint)PermissionMask.Transfer >> 13); 1106 mask &= ~((uint)PermissionMask.Modify >> 13);
941 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
942 mask &= ~((uint)PermissionMask.Modify >> 13);
943 }
944
945 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
946 mask &= ~(uint)PermissionMask.Copy;
947 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
948 mask &= ~(uint)PermissionMask.Transfer;
949 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
950 mask &= ~(uint)PermissionMask.Modify;
951 } 1107 }
1108
1109 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1110 mask &= ~(uint)PermissionMask.Copy;
1111 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1112 mask &= ~(uint)PermissionMask.Transfer;
1113 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1114 mask &= ~(uint)PermissionMask.Modify;
952 } 1115 }
953
954 return mask; 1116 return mask;
955 } 1117 }
956 1118
957 public void ApplyNextOwnerPermissions() 1119 public void ApplyNextOwnerPermissions()
958 { 1120 {
959 lock (m_items) 1121 foreach (TaskInventoryItem item in m_items.Values)
960 { 1122 {
961 foreach (TaskInventoryItem item in m_items.Values) 1123 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
962 { 1124 {
963 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1125 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
964 { 1126 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
965 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1127 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
966 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1128 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
967 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1129 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
968 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1130 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
969 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
970 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
971 }
972 item.CurrentPermissions &= item.NextPermissions;
973 item.BasePermissions &= item.NextPermissions;
974 item.EveryonePermissions &= item.NextPermissions;
975 item.OwnerChanged = true;
976 } 1131 }
1132 item.OwnerChanged = true;
1133 item.CurrentPermissions &= item.NextPermissions;
1134 item.BasePermissions &= item.NextPermissions;
1135 item.EveryonePermissions &= item.NextPermissions;
977 } 1136 }
978 } 1137 }
979 1138
980 public void ApplyGodPermissions(uint perms) 1139 public void ApplyGodPermissions(uint perms)
981 { 1140 {
982 lock (m_items) 1141 foreach (TaskInventoryItem item in m_items.Values)
983 { 1142 {
984 foreach (TaskInventoryItem item in m_items.Values) 1143 item.CurrentPermissions = perms;
985 { 1144 item.BasePermissions = perms;
986 item.CurrentPermissions = perms;
987 item.BasePermissions = perms;
988 }
989 } 1145 }
990 } 1146 }
991 1147
992 public bool ContainsScripts() 1148 public bool ContainsScripts()
993 { 1149 {
994 lock (m_items) 1150 foreach (TaskInventoryItem item in m_items.Values)
995 { 1151 {
996 foreach (TaskInventoryItem item in m_items.Values) 1152 if (item.InvType == (int)InventoryType.LSL)
997 { 1153 {
998 if (item.InvType == (int)InventoryType.LSL) 1154 return true;
999 {
1000 return true;
1001 }
1002 } 1155 }
1003 } 1156 }
1004
1005 return false; 1157 return false;
1006 } 1158 }
1007 1159
@@ -1009,11 +1161,8 @@ namespace OpenSim.Region.Framework.Scenes
1009 { 1161 {
1010 List<UUID> ret = new List<UUID>(); 1162 List<UUID> ret = new List<UUID>();
1011 1163
1012 lock (m_items) 1164 foreach (TaskInventoryItem item in m_items.Values)
1013 { 1165 ret.Add(item.ItemID);
1014 foreach (TaskInventoryItem item in m_items.Values)
1015 ret.Add(item.ItemID);
1016 }
1017 1166
1018 return ret; 1167 return ret;
1019 } 1168 }
@@ -1044,31 +1193,44 @@ namespace OpenSim.Region.Framework.Scenes
1044 1193
1045 public Dictionary<UUID, string> GetScriptStates() 1194 public Dictionary<UUID, string> GetScriptStates()
1046 { 1195 {
1196 return GetScriptStates(false);
1197 }
1198
1199 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1200 {
1047 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>(); 1201 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
1048 1202
1049 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1203 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1050 if (engines == null) // No engine at all 1204 if (engines == null) // No engine at all
1051 return ret; 1205 return ret;
1052 1206
1053 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1207 foreach (TaskInventoryItem item in m_items.Values)
1054
1055 foreach (TaskInventoryItem item in scripts)
1056 { 1208 {
1057 foreach (IScriptModule e in engines) 1209 if (item.InvType == (int)InventoryType.LSL)
1058 { 1210 {
1059 if (e != null) 1211 foreach (IScriptModule e in engines)
1060 { 1212 {
1061 string n = e.GetXMLState(item.ItemID); 1213 if (e != null)
1062 if (n != String.Empty)
1063 { 1214 {
1064 if (!ret.ContainsKey(item.ItemID)) 1215 string n = e.GetXMLState(item.ItemID);
1065 ret[item.ItemID] = n; 1216 if (n != String.Empty)
1066 break; 1217 {
1218 if (oldIDs)
1219 {
1220 if (!ret.ContainsKey(item.OldItemID))
1221 ret[item.OldItemID] = n;
1222 }
1223 else
1224 {
1225 if (!ret.ContainsKey(item.ItemID))
1226 ret[item.ItemID] = n;
1227 }
1228 break;
1229 }
1067 } 1230 }
1068 } 1231 }
1069 } 1232 }
1070 } 1233 }
1071
1072 return ret; 1234 return ret;
1073 } 1235 }
1074 1236
@@ -1078,21 +1240,27 @@ namespace OpenSim.Region.Framework.Scenes
1078 if (engines == null) 1240 if (engines == null)
1079 return; 1241 return;
1080 1242
1081 List<TaskInventoryItem> scripts = GetInventoryScripts();
1082 1243
1083 foreach (TaskInventoryItem item in scripts) 1244 Items.LockItemsForRead(true);
1245
1246 foreach (TaskInventoryItem item in m_items.Values)
1084 { 1247 {
1085 foreach (IScriptModule engine in engines) 1248 if (item.InvType == (int)InventoryType.LSL)
1086 { 1249 {
1087 if (engine != null) 1250 foreach (IScriptModule engine in engines)
1088 { 1251 {
1089 if (item.OwnerChanged) 1252 if (engine != null)
1090 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1253 {
1091 item.OwnerChanged = false; 1254 if (item.OwnerChanged)
1092 engine.ResumeScript(item.ItemID); 1255 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1256 item.OwnerChanged = false;
1257 engine.ResumeScript(item.ItemID);
1258 }
1093 } 1259 }
1094 } 1260 }
1095 } 1261 }
1262
1263 Items.LockItemsForRead(false);
1096 } 1264 }
1097 } 1265 }
1098} 1266}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index cc9355e..d88f2cc 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using System.Reflection; 31using System.Reflection;
31using System.Timers; 32using System.Timers;
@@ -72,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes
72// { 73// {
73// m_log.Debug("[ScenePresence] Destructor called"); 74// m_log.Debug("[ScenePresence] Destructor called");
74// } 75// }
75 76
76 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
77 78
78 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 };
@@ -88,7 +89,9 @@ namespace OpenSim.Region.Framework.Scenes
88 /// 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
89 /// issue #1716 90 /// issue #1716
90 /// </summary> 91 /// </summary>
91 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 // Value revised by KF 091121 by comparison with SL.
94 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
92 95
93 public UUID currentParcelUUID = UUID.Zero; 96 public UUID currentParcelUUID = UUID.Zero;
94 97
@@ -122,8 +125,11 @@ namespace OpenSim.Region.Framework.Scenes
122 public Vector3 lastKnownAllowedPosition; 125 public Vector3 lastKnownAllowedPosition;
123 public bool sentMessageAboutRestrictedParcelFlyingDown; 126 public bool sentMessageAboutRestrictedParcelFlyingDown;
124 public Vector4 CollisionPlane = Vector4.UnitW; 127 public Vector4 CollisionPlane = Vector4.UnitW;
125 128
129 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
130 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
126 private Vector3 m_lastPosition; 131 private Vector3 m_lastPosition;
132 private Vector3 m_lastWorldPosition;
127 private Quaternion m_lastRotation; 133 private Quaternion m_lastRotation;
128 private Vector3 m_lastVelocity; 134 private Vector3 m_lastVelocity;
129 //private int m_lastTerseSent; 135 //private int m_lastTerseSent;
@@ -156,7 +162,6 @@ namespace OpenSim.Region.Framework.Scenes
156 private int m_perfMonMS; 162 private int m_perfMonMS;
157 163
158 private bool m_setAlwaysRun; 164 private bool m_setAlwaysRun;
159
160 private bool m_forceFly; 165 private bool m_forceFly;
161 private bool m_flyDisabled; 166 private bool m_flyDisabled;
162 167
@@ -180,7 +185,8 @@ namespace OpenSim.Region.Framework.Scenes
180 protected RegionInfo m_regionInfo; 185 protected RegionInfo m_regionInfo;
181 protected ulong crossingFromRegion; 186 protected ulong crossingFromRegion;
182 187
183 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 188 private readonly Vector3[] Dir_Vectors = new Vector3[11];
189 private bool m_isNudging = false;
184 190
185 // Position of agent's camera in world (region cordinates) 191 // Position of agent's camera in world (region cordinates)
186 protected Vector3 m_CameraCenter; 192 protected Vector3 m_CameraCenter;
@@ -205,17 +211,23 @@ namespace OpenSim.Region.Framework.Scenes
205 private bool m_autopilotMoving; 211 private bool m_autopilotMoving;
206 private Vector3 m_autoPilotTarget; 212 private Vector3 m_autoPilotTarget;
207 private bool m_sitAtAutoTarget; 213 private bool m_sitAtAutoTarget;
214 private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit
208 215
209 private string m_nextSitAnimation = String.Empty; 216 private string m_nextSitAnimation = String.Empty;
210 217
211 //PauPaw:Proper PID Controler for autopilot************ 218 //PauPaw:Proper PID Controler for autopilot************
212 private bool m_moveToPositionInProgress; 219 private bool m_moveToPositionInProgress;
213 private Vector3 m_moveToPositionTarget; 220 private Vector3 m_moveToPositionTarget;
221 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
214 222
215 private bool m_followCamAuto; 223 private bool m_followCamAuto;
216 224
217 private int m_movementUpdateCount; 225 private int m_movementUpdateCount;
226 private int m_lastColCount = -1; //KF: Look for Collision chnages
227 private int m_updateCount = 0; //KF: Update Anims for a while
228 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
218 private const int NumMovementsBetweenRayCast = 5; 229 private const int NumMovementsBetweenRayCast = 5;
230 private List<uint> m_lastColliders = new List<uint>();
219 231
220 private bool CameraConstraintActive; 232 private bool CameraConstraintActive;
221 //private int m_moveToPositionStateStatus; 233 //private int m_moveToPositionStateStatus;
@@ -242,7 +254,9 @@ namespace OpenSim.Region.Framework.Scenes
242 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 254 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
243 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 255 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
244 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 256 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
245 DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 257 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
258 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
259 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
246 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 260 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
247 } 261 }
248 262
@@ -449,9 +463,18 @@ namespace OpenSim.Region.Framework.Scenes
449 get 463 get
450 { 464 {
451 PhysicsActor actor = m_physicsActor; 465 PhysicsActor actor = m_physicsActor;
452 if (actor != null) 466// if (actor != null)
467 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
453 m_pos = actor.Position; 468 m_pos = actor.Position;
454 469
470 // If we're sitting, we need to update our position
471 if (m_parentID != 0)
472 {
473 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
474 if (part != null)
475 m_parentPosition = part.AbsolutePosition;
476 }
477
455 return m_parentPosition + m_pos; 478 return m_parentPosition + m_pos;
456 } 479 }
457 set 480 set
@@ -470,7 +493,8 @@ namespace OpenSim.Region.Framework.Scenes
470 } 493 }
471 } 494 }
472 495
473 m_pos = value; 496 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
497 m_pos = value;
474 m_parentPosition = Vector3.Zero; 498 m_parentPosition = Vector3.Zero;
475 } 499 }
476 } 500 }
@@ -514,10 +538,39 @@ namespace OpenSim.Region.Framework.Scenes
514 } 538 }
515 } 539 }
516 540
541 public Quaternion OffsetRotation
542 {
543 get { return m_offsetRotation; }
544 set { m_offsetRotation = value; }
545 }
546
517 public Quaternion Rotation 547 public Quaternion Rotation
518 { 548 {
519 get { return m_bodyRot; } 549 get {
520 set { m_bodyRot = value; } 550 if (m_parentID != 0)
551 {
552 if (m_offsetRotation != null)
553 {
554 return m_offsetRotation;
555 }
556 else
557 {
558 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
559 }
560
561 }
562 else
563 {
564 return m_bodyRot;
565 }
566 }
567 set {
568 m_bodyRot = value;
569 if (m_parentID != 0)
570 {
571 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
572 }
573 }
521 } 574 }
522 575
523 public Quaternion PreviousRotation 576 public Quaternion PreviousRotation
@@ -542,11 +595,21 @@ namespace OpenSim.Region.Framework.Scenes
542 595
543 private uint m_parentID; 596 private uint m_parentID;
544 597
598
599 private UUID m_linkedPrim;
600
545 public uint ParentID 601 public uint ParentID
546 { 602 {
547 get { return m_parentID; } 603 get { return m_parentID; }
548 set { m_parentID = value; } 604 set { m_parentID = value; }
549 } 605 }
606
607 public UUID LinkedPrim
608 {
609 get { return m_linkedPrim; }
610 set { m_linkedPrim = value; }
611 }
612
550 public float Health 613 public float Health
551 { 614 {
552 get { return m_health; } 615 get { return m_health; }
@@ -668,7 +731,7 @@ namespace OpenSim.Region.Framework.Scenes
668 CreateSceneViewer(); 731 CreateSceneViewer();
669 m_animator = new ScenePresenceAnimator(this); 732 m_animator = new ScenePresenceAnimator(this);
670 } 733 }
671 734
672 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() 735 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
673 { 736 {
674 m_rootRegionHandle = reginfo.RegionHandle; 737 m_rootRegionHandle = reginfo.RegionHandle;
@@ -700,16 +763,16 @@ namespace OpenSim.Region.Framework.Scenes
700 m_reprioritization_timer.AutoReset = false; 763 m_reprioritization_timer.AutoReset = false;
701 764
702 AdjustKnownSeeds(); 765 AdjustKnownSeeds();
703
704 // TODO: I think, this won't send anything, as we are still a child here...
705 Animator.TrySetMovementAnimation("STAND"); 766 Animator.TrySetMovementAnimation("STAND");
706
707 // we created a new ScenePresence (a new child agent) in a fresh region. 767 // we created a new ScenePresence (a new child agent) in a fresh region.
708 // Request info about all the (root) agents in this region 768 // Request info about all the (root) agents in this region
709 // Note: This won't send data *to* other clients in that region (children don't send) 769 // Note: This won't send data *to* other clients in that region (children don't send)
710 SendInitialFullUpdateToAllClients(); 770 SendInitialFullUpdateToAllClients();
711
712 RegisterToEvents(); 771 RegisterToEvents();
772 if (m_controllingClient != null)
773 {
774 m_controllingClient.ProcessPendingPackets();
775 }
713 SetDirectionVectors(); 776 SetDirectionVectors();
714 } 777 }
715 778
@@ -759,25 +822,47 @@ namespace OpenSim.Region.Framework.Scenes
759 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 822 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
760 Dir_Vectors[4] = Vector3.UnitZ; //UP 823 Dir_Vectors[4] = Vector3.UnitZ; //UP
761 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 824 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
762 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 825 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
763 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 826 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
764 Dir_Vectors[7] = -Vector3.UnitX; //BACK 827 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
828 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
829 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
765 } 830 }
766 831
767 private Vector3[] GetWalkDirectionVectors() 832 private Vector3[] GetWalkDirectionVectors()
768 { 833 {
769 Vector3[] vector = new Vector3[9]; 834 Vector3[] vector = new Vector3[11];
770 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 835 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
771 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 836 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
772 vector[2] = Vector3.UnitY; //LEFT 837 vector[2] = Vector3.UnitY; //LEFT
773 vector[3] = -Vector3.UnitY; //RIGHT 838 vector[3] = -Vector3.UnitY; //RIGHT
774 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 839 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
775 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 840 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
776 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 841 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
777 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 842 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
778 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 843 vector[8] = Vector3.UnitY; //LEFT_NUDGE
844 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
845 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
779 return vector; 846 return vector;
780 } 847 }
848
849 private bool[] GetDirectionIsNudge()
850 {
851 bool[] isNudge = new bool[11];
852 isNudge[0] = false; //FORWARD
853 isNudge[1] = false; //BACK
854 isNudge[2] = false; //LEFT
855 isNudge[3] = false; //RIGHT
856 isNudge[4] = false; //UP
857 isNudge[5] = false; //DOWN
858 isNudge[6] = true; //FORWARD_NUDGE
859 isNudge[7] = true; //BACK_NUDGE
860 isNudge[8] = true; //LEFT_NUDGE
861 isNudge[9] = true; //RIGHT_NUDGE
862 isNudge[10] = true; //DOWN_Nudge
863 return isNudge;
864 }
865
781 866
782 #endregion 867 #endregion
783 868
@@ -839,6 +924,52 @@ namespace OpenSim.Region.Framework.Scenes
839 pos.Y = crossedBorder.BorderLine.Z - 1; 924 pos.Y = crossedBorder.BorderLine.Z - 1;
840 } 925 }
841 926
927 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
928 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
929 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
930 if (KnownChildRegionHandles.Count == 0)
931 {
932 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
933 if (land != null)
934 {
935 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
936 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && UserLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid)
937 {
938 pos = land.LandData.UserLocation;
939 }
940 }
941 }
942
943 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
944 {
945 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
946
947 if (pos.X < 0)
948 {
949 emergencyPos.X = (int)Constants.RegionSize + pos.X;
950 if (!(pos.Y < 0))
951 emergencyPos.Y = pos.Y;
952 if (!(pos.Z < 0))
953 emergencyPos.Z = pos.Z;
954 }
955 if (pos.Y < 0)
956 {
957 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
958 if (!(pos.X < 0))
959 emergencyPos.X = pos.X;
960 if (!(pos.Z < 0))
961 emergencyPos.Z = pos.Z;
962 }
963 if (pos.Z < 0)
964 {
965 emergencyPos.Z = 128;
966 if (!(pos.Y < 0))
967 emergencyPos.Y = pos.Y;
968 if (!(pos.X < 0))
969 emergencyPos.X = pos.X;
970 }
971 }
972
842 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 973 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
843 { 974 {
844 m_log.WarnFormat( 975 m_log.WarnFormat(
@@ -960,12 +1091,17 @@ namespace OpenSim.Region.Framework.Scenes
960 { 1091 {
961 if (PhysicsActor != null) 1092 if (PhysicsActor != null)
962 { 1093 {
963 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1094 try
964 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; 1095 {
965 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); 1096 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
966 m_physicsActor.UnSubscribeEvents(); 1097 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall;
967 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1098 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
968 PhysicsActor = null; 1099 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1100 m_physicsActor.UnSubscribeEvents();
1101 PhysicsActor = null;
1102 }
1103 catch
1104 { }
969 } 1105 }
970 } 1106 }
971 1107
@@ -976,9 +1112,10 @@ namespace OpenSim.Region.Framework.Scenes
976 public void Teleport(Vector3 pos) 1112 public void Teleport(Vector3 pos)
977 { 1113 {
978 bool isFlying = false; 1114 bool isFlying = false;
1115
979 if (m_physicsActor != null) 1116 if (m_physicsActor != null)
980 isFlying = m_physicsActor.Flying; 1117 isFlying = m_physicsActor.Flying;
981 1118
982 RemoveFromPhysicalScene(); 1119 RemoveFromPhysicalScene();
983 Velocity = Vector3.Zero; 1120 Velocity = Vector3.Zero;
984 AbsolutePosition = pos; 1121 AbsolutePosition = pos;
@@ -990,6 +1127,7 @@ namespace OpenSim.Region.Framework.Scenes
990 } 1127 }
991 1128
992 SendTerseUpdateToAllClients(); 1129 SendTerseUpdateToAllClients();
1130
993 } 1131 }
994 1132
995 public void TeleportWithMomentum(Vector3 pos) 1133 public void TeleportWithMomentum(Vector3 pos)
@@ -1103,7 +1241,6 @@ namespace OpenSim.Region.Framework.Scenes
1103 pos.Z = ground + 1.5f; 1241 pos.Z = ground + 1.5f;
1104 AbsolutePosition = pos; 1242 AbsolutePosition = pos;
1105 } 1243 }
1106
1107 m_isChildAgent = false; 1244 m_isChildAgent = false;
1108 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1245 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1109 MakeRootAgent(AbsolutePosition, m_flying); 1246 MakeRootAgent(AbsolutePosition, m_flying);
@@ -1202,6 +1339,7 @@ namespace OpenSim.Region.Framework.Scenes
1202 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); 1339 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1203 1340
1204 m_pos = m_LastFinitePos; 1341 m_pos = m_LastFinitePos;
1342
1205 if (!m_pos.IsFinite()) 1343 if (!m_pos.IsFinite())
1206 { 1344 {
1207 m_pos.X = 127f; 1345 m_pos.X = 127f;
@@ -1268,7 +1406,6 @@ namespace OpenSim.Region.Framework.Scenes
1268 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1406 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1269 } 1407 }
1270 } 1408 }
1271
1272 lock (scriptedcontrols) 1409 lock (scriptedcontrols)
1273 { 1410 {
1274 if (scriptedcontrols.Count > 0) 1411 if (scriptedcontrols.Count > 0)
@@ -1283,6 +1420,9 @@ namespace OpenSim.Region.Framework.Scenes
1283 1420
1284 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1421 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1285 { 1422 {
1423 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1424 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1425
1286 // TODO: This doesn't prevent the user from walking yet. 1426 // TODO: This doesn't prevent the user from walking yet.
1287 // Setting parent ID would fix this, if we knew what value 1427 // Setting parent ID would fix this, if we knew what value
1288 // to use. Or we could add a m_isSitting variable. 1428 // to use. Or we could add a m_isSitting variable.
@@ -1331,12 +1471,20 @@ namespace OpenSim.Region.Framework.Scenes
1331 if (actor.Flying != oldflying) 1471 if (actor.Flying != oldflying)
1332 update_movementflag = true; 1472 update_movementflag = true;
1333 1473
1474 if (m_animator.m_jumping) // add for jumping
1475 update_movementflag = true;
1476
1334 if (q != m_bodyRot) 1477 if (q != m_bodyRot)
1335 { 1478 {
1336 m_bodyRot = q; 1479 m_bodyRot = q;
1337 update_rotation = true; 1480 update_rotation = true;
1338 } 1481 }
1339 1482
1483 //guilty until proven innocent..
1484 bool Nudging = true;
1485 //Basically, if there is at least one non-nudge control then we don't need
1486 //to worry about stopping the avatar
1487
1340 if (m_parentID == 0) 1488 if (m_parentID == 0)
1341 { 1489 {
1342 bool bAllowUpdateMoveToPosition = false; 1490 bool bAllowUpdateMoveToPosition = false;
@@ -1351,9 +1499,12 @@ namespace OpenSim.Region.Framework.Scenes
1351 else 1499 else
1352 dirVectors = Dir_Vectors; 1500 dirVectors = Dir_Vectors;
1353 1501
1354 // The fact that m_movementflag is a byte needs to be fixed 1502 bool[] isNudge = GetDirectionIsNudge();
1355 // it really should be a uint 1503
1356 uint nudgehack = 250; 1504
1505
1506
1507
1357 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1508 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1358 { 1509 {
1359 if (((uint)flags & (uint)DCF) != 0) 1510 if (((uint)flags & (uint)DCF) != 0)
@@ -1363,40 +1514,28 @@ namespace OpenSim.Region.Framework.Scenes
1363 try 1514 try
1364 { 1515 {
1365 agent_control_v3 += dirVectors[i]; 1516 agent_control_v3 += dirVectors[i];
1366 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1517 if (isNudge[i] == false)
1518 {
1519 Nudging = false;
1520 }
1367 } 1521 }
1368 catch (IndexOutOfRangeException) 1522 catch (IndexOutOfRangeException)
1369 { 1523 {
1370 // Why did I get this? 1524 // Why did I get this?
1371 } 1525 }
1372 1526
1373 if ((m_movementflag & (byte)(uint)DCF) == 0) 1527 if ((m_movementflag & (uint)DCF) == 0)
1374 { 1528 {
1375 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1376 {
1377 m_movementflag |= (byte)nudgehack;
1378 }
1379 m_movementflag += (byte)(uint)DCF; 1529 m_movementflag += (byte)(uint)DCF;
1380 update_movementflag = true; 1530 update_movementflag = true;
1381 } 1531 }
1382 } 1532 }
1383 else 1533 else
1384 { 1534 {
1385 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1535 if ((m_movementflag & (uint)DCF) != 0)
1386 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1387 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1388 ) // This or is for Nudge forward
1389 { 1536 {
1390 m_movementflag -= ((byte)(uint)DCF); 1537 m_movementflag -= (byte)(uint)DCF;
1391
1392 update_movementflag = true; 1538 update_movementflag = true;
1393 /*
1394 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1395 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1396 {
1397 m_log.Debug("Removed Hack flag");
1398 }
1399 */
1400 } 1539 }
1401 else 1540 else
1402 { 1541 {
@@ -1405,7 +1544,6 @@ namespace OpenSim.Region.Framework.Scenes
1405 } 1544 }
1406 i++; 1545 i++;
1407 } 1546 }
1408
1409 //Paupaw:Do Proper PID for Autopilot here 1547 //Paupaw:Do Proper PID for Autopilot here
1410 if (bResetMoveToPosition) 1548 if (bResetMoveToPosition)
1411 { 1549 {
@@ -1440,6 +1578,9 @@ namespace OpenSim.Region.Framework.Scenes
1440 // Ignore z component of vector 1578 // Ignore z component of vector
1441 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1579 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1442 LocalVectorToTarget2D.Normalize(); 1580 LocalVectorToTarget2D.Normalize();
1581
1582 //We're not nudging
1583 Nudging = false;
1443 agent_control_v3 += LocalVectorToTarget2D; 1584 agent_control_v3 += LocalVectorToTarget2D;
1444 1585
1445 // update avatar movement flags. the avatar coordinate system is as follows: 1586 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1528,13 +1669,13 @@ namespace OpenSim.Region.Framework.Scenes
1528 // m_log.DebugFormat( 1669 // m_log.DebugFormat(
1529 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1670 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1530 1671
1531 AddNewMovement(agent_control_v3, q); 1672 AddNewMovement(agent_control_v3, q, Nudging);
1532 1673
1533 1674
1534 } 1675 }
1535 } 1676 }
1536 1677
1537 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1678 if (update_movementflag && !SitGround)
1538 Animator.UpdateMovementAnimations(); 1679 Animator.UpdateMovementAnimations();
1539 1680
1540 m_scene.EventManager.TriggerOnClientMovement(this); 1681 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1549,7 +1690,6 @@ namespace OpenSim.Region.Framework.Scenes
1549 m_sitAtAutoTarget = false; 1690 m_sitAtAutoTarget = false;
1550 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1691 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1551 //proxy.PCode = (byte)PCode.ParticleSystem; 1692 //proxy.PCode = (byte)PCode.ParticleSystem;
1552
1553 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1693 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1554 proxyObjectGroup.AttachToScene(m_scene); 1694 proxyObjectGroup.AttachToScene(m_scene);
1555 1695
@@ -1591,7 +1731,7 @@ namespace OpenSim.Region.Framework.Scenes
1591 } 1731 }
1592 m_moveToPositionInProgress = true; 1732 m_moveToPositionInProgress = true;
1593 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1733 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1594 } 1734 }
1595 catch (Exception ex) 1735 catch (Exception ex)
1596 { 1736 {
1597 //Why did I get this error? 1737 //Why did I get this error?
@@ -1613,7 +1753,7 @@ namespace OpenSim.Region.Framework.Scenes
1613 Velocity = Vector3.Zero; 1753 Velocity = Vector3.Zero;
1614 SendFullUpdateToAllClients(); 1754 SendFullUpdateToAllClients();
1615 1755
1616 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1756 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1617 } 1757 }
1618 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1758 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1619 m_requestedSitTargetUUID = UUID.Zero; 1759 m_requestedSitTargetUUID = UUID.Zero;
@@ -1650,50 +1790,85 @@ namespace OpenSim.Region.Framework.Scenes
1650 1790
1651 if (m_parentID != 0) 1791 if (m_parentID != 0)
1652 { 1792 {
1653 m_log.Debug("StandupCode Executed"); 1793 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1654 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1655 if (part != null) 1794 if (part != null)
1656 { 1795 {
1796 part.TaskInventory.LockItemsForRead(true);
1657 TaskInventoryDictionary taskIDict = part.TaskInventory; 1797 TaskInventoryDictionary taskIDict = part.TaskInventory;
1658 if (taskIDict != null) 1798 if (taskIDict != null)
1659 { 1799 {
1660 lock (taskIDict) 1800 foreach (UUID taskID in taskIDict.Keys)
1661 { 1801 {
1662 foreach (UUID taskID in taskIDict.Keys) 1802 UnRegisterControlEventsToScript(LocalId, taskID);
1663 { 1803 taskIDict[taskID].PermsMask &= ~(
1664 UnRegisterControlEventsToScript(LocalId, taskID); 1804 2048 | //PERMISSION_CONTROL_CAMERA
1665 taskIDict[taskID].PermsMask &= ~( 1805 4); // PERMISSION_TAKE_CONTROLS
1666 2048 | //PERMISSION_CONTROL_CAMERA
1667 4); // PERMISSION_TAKE_CONTROLS
1668 }
1669 } 1806 }
1670
1671 } 1807 }
1808 part.TaskInventory.LockItemsForRead(false);
1672 // Reset sit target. 1809 // Reset sit target.
1673 if (part.GetAvatarOnSitTarget() == UUID) 1810 if (part.GetAvatarOnSitTarget() == UUID)
1674 part.SetAvatarOnSitTarget(UUID.Zero); 1811 part.SetAvatarOnSitTarget(UUID.Zero);
1675
1676 m_parentPosition = part.GetWorldPosition(); 1812 m_parentPosition = part.GetWorldPosition();
1677 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1813 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1678 } 1814 }
1815 // part.GetWorldRotation() is the rotation of the object being sat on
1816 // Rotation is the sittiing Av's rotation
1817
1818 Quaternion partRot;
1819// if (part.LinkNum == 1)
1820// { // Root prim of linkset
1821// partRot = part.ParentGroup.RootPart.RotationOffset;
1822// }
1823// else
1824// { // single or child prim
1825
1826// }
1827 if (part == null) //CW: Part may be gone. llDie() for example.
1828 {
1829 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1830 }
1831 else
1832 {
1833 partRot = part.GetWorldRotation();
1834 }
1835
1836 Quaternion partIRot = Quaternion.Inverse(partRot);
1679 1837
1838 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1839 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1840
1841
1680 if (m_physicsActor == null) 1842 if (m_physicsActor == null)
1681 { 1843 {
1682 AddToPhysicalScene(false); 1844 AddToPhysicalScene(false);
1683 } 1845 }
1684 1846 //CW: If the part isn't null then we can set the current position
1685 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1847 if (part != null)
1686 m_parentPosition = Vector3.Zero; 1848 {
1687 1849 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
1688 m_parentID = 0; 1850 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1851 part.IsOccupied = false;
1852 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
1853 }
1854 else
1855 {
1856 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1857 AbsolutePosition = m_lastWorldPosition;
1858 }
1859
1860 m_parentPosition = Vector3.Zero;
1861 m_parentID = 0;
1862 m_linkedPrim = UUID.Zero;
1863 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1689 SendFullUpdateToAllClients(); 1864 SendFullUpdateToAllClients();
1690 m_requestedSitTargetID = 0; 1865 m_requestedSitTargetID = 0;
1866
1691 if ((m_physicsActor != null) && (m_avHeight > 0)) 1867 if ((m_physicsActor != null) && (m_avHeight > 0))
1692 { 1868 {
1693 SetHeight(m_avHeight); 1869 SetHeight(m_avHeight);
1694 } 1870 }
1695 } 1871 }
1696
1697 Animator.TrySetMovementAnimation("STAND"); 1872 Animator.TrySetMovementAnimation("STAND");
1698 } 1873 }
1699 1874
@@ -1724,13 +1899,9 @@ namespace OpenSim.Region.Framework.Scenes
1724 Vector3 avSitOffSet = part.SitTargetPosition; 1899 Vector3 avSitOffSet = part.SitTargetPosition;
1725 Quaternion avSitOrientation = part.SitTargetOrientation; 1900 Quaternion avSitOrientation = part.SitTargetOrientation;
1726 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1901 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1727 1902 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1728 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1903 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1729 bool SitTargetisSet = 1904 if (SitTargetisSet && !SitTargetOccupied)
1730 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1731 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1732
1733 if (SitTargetisSet && SitTargetUnOccupied)
1734 { 1905 {
1735 //switch the target to this prim 1906 //switch the target to this prim
1736 return part; 1907 return part;
@@ -1744,84 +1915,164 @@ namespace OpenSim.Region.Framework.Scenes
1744 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1915 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1745 { 1916 {
1746 bool autopilot = true; 1917 bool autopilot = true;
1918 Vector3 autopilotTarget = new Vector3();
1919 Quaternion sitOrientation = Quaternion.Identity;
1747 Vector3 pos = new Vector3(); 1920 Vector3 pos = new Vector3();
1748 Quaternion sitOrientation = pSitOrientation;
1749 Vector3 cameraEyeOffset = Vector3.Zero; 1921 Vector3 cameraEyeOffset = Vector3.Zero;
1750 Vector3 cameraAtOffset = Vector3.Zero; 1922 Vector3 cameraAtOffset = Vector3.Zero;
1751 bool forceMouselook = false; 1923 bool forceMouselook = false;
1752 1924
1753 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1925 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1754 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1926 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1755 if (part != null) 1927 if (part == null) return;
1756 { 1928
1757 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1929 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1758 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1930 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1759 1931
1760 // Is a sit target available? 1932 // part is the prim to sit on
1761 Vector3 avSitOffSet = part.SitTargetPosition; 1933 // offset is the world-ref vector distance from that prim center to the click-spot
1762 Quaternion avSitOrientation = part.SitTargetOrientation; 1934 // UUID is the UUID of the Avatar doing the clicking
1763 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1935
1764 1936 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1765 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1937
1766 bool SitTargetisSet = 1938 // Is a sit target available?
1767 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1939 Vector3 avSitOffSet = part.SitTargetPosition;
1768 ( 1940 Quaternion avSitOrientation = part.SitTargetOrientation;
1769 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1941
1770 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1942 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1771 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1943 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1772 ) 1944 Quaternion partRot;
1773 )); 1945// if (part.LinkNum == 1)
1774 1946// { // Root prim of linkset
1775 if (SitTargetisSet && SitTargetUnOccupied) 1947// partRot = part.ParentGroup.RootPart.RotationOffset;
1776 { 1948// }
1777 part.SetAvatarOnSitTarget(UUID); 1949// else
1778 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1950// { // single or child prim
1779 sitOrientation = avSitOrientation; 1951 partRot = part.GetWorldRotation();
1780 autopilot = false; 1952// }
1781 } 1953 Quaternion partIRot = Quaternion.Inverse(partRot);
1782 1954//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1783 pos = part.AbsolutePosition + offset; 1955 // Sit analysis rewritten by KF 091125
1784 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1956 if (SitTargetisSet) // scipted sit
1785 //{ 1957 {
1786 // offset = pos; 1958 if (!part.IsOccupied)
1787 //autopilot = false; 1959 {
1788 //} 1960//Console.WriteLine("Scripted, unoccupied");
1789 if (m_physicsActor != null) 1961 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1790 { 1962 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1791 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1963
1792 // We can remove the physicsActor until they stand up. 1964 Quaternion nrot = avSitOrientation;
1793 m_sitAvatarHeight = m_physicsActor.Size.Z; 1965 if (!part.IsRoot)
1794
1795 if (autopilot)
1796 { 1966 {
1797 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1967 nrot = part.RotationOffset * avSitOrientation;
1798 {
1799 autopilot = false;
1800
1801 RemoveFromPhysicalScene();
1802 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
1803 }
1804 } 1968 }
1805 else 1969 sitOrientation = nrot; // Change rotatione to the scripted one
1970 OffsetRotation = nrot;
1971 autopilot = false; // Jump direct to scripted llSitPos()
1972 }
1973 else
1974 {
1975//Console.WriteLine("Scripted, occupied");
1976 return;
1977 }
1978 }
1979 else // Not Scripted
1980 {
1981 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1982 {
1983 // large prim & offset, ignore if other Avs sitting
1984// offset.Z -= 0.05f;
1985 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1986 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1987
1988//Console.WriteLine(" offset ={0}", offset);
1989//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1990//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1991
1992 }
1993 else // small offset
1994 {
1995//Console.WriteLine("Small offset");
1996 if (!part.IsOccupied)
1997 {
1998 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
1999 autopilotTarget = part.AbsolutePosition;
2000//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
2001 }
2002 else return; // occupied small
2003 } // end large/small
2004 } // end Scripted/not
2005 cameraAtOffset = part.GetCameraAtOffset();
2006 cameraEyeOffset = part.GetCameraEyeOffset();
2007 forceMouselook = part.GetForceMouselook();
2008 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
2009 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
2010
2011 if (m_physicsActor != null)
2012 {
2013 // If we're not using the client autopilot, we're immediately warping the avatar to the location
2014 // We can remove the physicsActor until they stand up.
2015 m_sitAvatarHeight = m_physicsActor.Size.Z;
2016 if (autopilot)
2017 { // its not a scripted sit
2018// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
2019 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) )
1806 { 2020 {
2021 autopilot = false; // close enough
2022 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2023 Not using the part's position because returning the AV to the last known standing
2024 position is likely to be more friendly, isn't it? */
1807 RemoveFromPhysicalScene(); 2025 RemoveFromPhysicalScene();
1808 } 2026 Velocity = Vector3.Zero;
2027 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
2028 } // else the autopilot will get us close
2029 }
2030 else
2031 { // its a scripted sit
2032 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2033 I *am* using the part's position this time because we have no real idea how far away
2034 the avatar is from the sit target. */
2035 RemoveFromPhysicalScene();
2036 Velocity = Vector3.Zero;
1809 } 2037 }
1810
1811 cameraAtOffset = part.GetCameraAtOffset();
1812 cameraEyeOffset = part.GetCameraEyeOffset();
1813 forceMouselook = part.GetForceMouselook();
1814 } 2038 }
1815 2039 else return; // physactor is null!
1816 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2040
1817 m_requestedSitTargetUUID = targetID; 2041 Vector3 offsetr; // = offset * partIRot;
2042 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2043 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2044 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2045 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2046 //offsetr = offset * partIRot;
2047//
2048 // else
2049 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2050 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2051 // (offset * partRot);
2052 // }
2053
2054//Console.WriteLine(" ");
2055//Console.WriteLine("link number ={0}", part.LinkNum);
2056//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2057//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2058//Console.WriteLine("Click offst ={0}", offset);
2059//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2060//Console.WriteLine("offsetr ={0}", offsetr);
2061//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2062//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2063
2064 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2065 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2066
2067 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1818 // This calls HandleAgentSit twice, once from here, and the client calls 2068 // This calls HandleAgentSit twice, once from here, and the client calls
1819 // HandleAgentSit itself after it gets to the location 2069 // HandleAgentSit itself after it gets to the location
1820 // It doesn't get to the location until we've moved them there though 2070 // It doesn't get to the location until we've moved them there though
1821 // which happens in HandleAgentSit :P 2071 // which happens in HandleAgentSit :P
1822 m_autopilotMoving = autopilot; 2072 m_autopilotMoving = autopilot;
1823 m_autoPilotTarget = pos; 2073 m_autoPilotTarget = autopilotTarget;
1824 m_sitAtAutoTarget = autopilot; 2074 m_sitAtAutoTarget = autopilot;
2075 m_initialSitTarget = autopilotTarget;
1825 if (!autopilot) 2076 if (!autopilot)
1826 HandleAgentSit(remoteClient, UUID); 2077 HandleAgentSit(remoteClient, UUID);
1827 } 2078 }
@@ -2116,47 +2367,130 @@ namespace OpenSim.Region.Framework.Scenes
2116 { 2367 {
2117 if (part != null) 2368 if (part != null)
2118 { 2369 {
2370//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2119 if (part.GetAvatarOnSitTarget() == UUID) 2371 if (part.GetAvatarOnSitTarget() == UUID)
2120 { 2372 {
2373//Console.WriteLine("Scripted Sit");
2374 // Scripted sit
2121 Vector3 sitTargetPos = part.SitTargetPosition; 2375 Vector3 sitTargetPos = part.SitTargetPosition;
2122 Quaternion sitTargetOrient = part.SitTargetOrientation; 2376 Quaternion sitTargetOrient = part.SitTargetOrientation;
2123
2124 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2125 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2126
2127 //Quaternion result = (sitTargetOrient * vq) * nq;
2128
2129 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2377 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2130 m_pos += SIT_TARGET_ADJUSTMENT; 2378 m_pos += SIT_TARGET_ADJUSTMENT;
2379 if (!part.IsRoot)
2380 {
2381 m_pos *= part.RotationOffset;
2382 }
2131 m_bodyRot = sitTargetOrient; 2383 m_bodyRot = sitTargetOrient;
2132 //Rotation = sitTargetOrient;
2133 m_parentPosition = part.AbsolutePosition; 2384 m_parentPosition = part.AbsolutePosition;
2134 2385 part.IsOccupied = true;
2135 //SendTerseUpdateToAllClients(); 2386 part.ParentGroup.AddAvatar(agentID);
2136 } 2387 }
2137 else 2388 else
2138 { 2389 {
2139 m_pos -= part.AbsolutePosition; 2390 // if m_avUnscriptedSitPos is zero then Av sits above center
2391 // Else Av sits at m_avUnscriptedSitPos
2392
2393 // Non-scripted sit by Kitto Flora 21Nov09
2394 // Calculate angle of line from prim to Av
2395 Quaternion partIRot;
2396// if (part.LinkNum == 1)
2397// { // Root prim of linkset
2398// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2399// }
2400// else
2401// { // single or child prim
2402 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2403// }
2404 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2405 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2406 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2407 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2408 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2409 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2410 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2411 // Av sits at world euler <0,0, z>, translated by part rotation
2412 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2413
2140 m_parentPosition = part.AbsolutePosition; 2414 m_parentPosition = part.AbsolutePosition;
2141 } 2415 part.IsOccupied = true;
2416 part.ParentGroup.AddAvatar(agentID);
2417 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2418 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2419 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2420 m_avUnscriptedSitPos; // adds click offset, if any
2421 //Set up raytrace to find top surface of prim
2422 Vector3 size = part.Scale;
2423 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2424 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2425 Vector3 down = new Vector3(0f, 0f, -1f);
2426//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2427 m_scene.PhysicsScene.RaycastWorld(
2428 start, // Vector3 position,
2429 down, // Vector3 direction,
2430 mag, // float length,
2431 SitAltitudeCallback); // retMethod
2432 } // end scripted/not
2142 } 2433 }
2143 else 2434 else // no Av
2144 { 2435 {
2145 return; 2436 return;
2146 } 2437 }
2147 } 2438 }
2148 m_parentID = m_requestedSitTargetID;
2149 2439
2440 //We want our offsets to reference the root prim, not the child we may have sat on
2441 if (!part.IsRoot)
2442 {
2443 m_parentID = part.ParentGroup.RootPart.LocalId;
2444 m_pos += part.OffsetPosition;
2445 }
2446 else
2447 {
2448 m_parentID = m_requestedSitTargetID;
2449 }
2450
2451 m_linkedPrim = part.UUID;
2452 if (part.GetAvatarOnSitTarget() != UUID)
2453 {
2454 m_offsetRotation = m_offsetRotation / part.RotationOffset;
2455 }
2150 Velocity = Vector3.Zero; 2456 Velocity = Vector3.Zero;
2151 RemoveFromPhysicalScene(); 2457 RemoveFromPhysicalScene();
2152
2153 Animator.TrySetMovementAnimation(sitAnimation); 2458 Animator.TrySetMovementAnimation(sitAnimation);
2154 SendFullUpdateToAllClients(); 2459 SendFullUpdateToAllClients();
2155 // This may seem stupid, but Our Full updates don't send avatar rotation :P 2460 SendTerseUpdateToAllClients();
2156 // So we're also sending a terse update (which has avatar rotation)
2157 // [Update] We do now.
2158 //SendTerseUpdateToAllClients();
2159 } 2461 }
2462
2463 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2464 {
2465 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2466 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2467 if(hitYN)
2468 {
2469 // m_pos = Av offset from prim center to make look like on center
2470 // m_parentPosition = Actual center pos of prim
2471 // collisionPoint = spot on prim where we want to sit
2472 // collisionPoint.Z = global sit surface height
2473 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2474 Quaternion partIRot;
2475// if (part.LinkNum == 1)
2476/// { // Root prim of linkset
2477// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2478// }
2479// else
2480// { // single or child prim
2481 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2482// }
2483 if (m_initialSitTarget != null)
2484 {
2485 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2486 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2487 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2488 m_pos += offset;
2489 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2490 }
2491
2492 }
2493 } // End SitAltitudeCallback KF.
2160 2494
2161 /// <summary> 2495 /// <summary>
2162 /// Event handler for the 'Always run' setting on the client 2496 /// Event handler for the 'Always run' setting on the client
@@ -2186,7 +2520,7 @@ namespace OpenSim.Region.Framework.Scenes
2186 /// </summary> 2520 /// </summary>
2187 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2521 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2188 /// <param name="rotation">The direction in which this avatar should now face. 2522 /// <param name="rotation">The direction in which this avatar should now face.
2189 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2523 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2190 { 2524 {
2191 if (m_isChildAgent) 2525 if (m_isChildAgent)
2192 { 2526 {
@@ -2227,15 +2561,18 @@ namespace OpenSim.Region.Framework.Scenes
2227 Rotation = rotation; 2561 Rotation = rotation;
2228 Vector3 direc = vec * rotation; 2562 Vector3 direc = vec * rotation;
2229 direc.Normalize(); 2563 direc.Normalize();
2564 PhysicsActor actor = m_physicsActor;
2565 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2230 2566
2231 direc *= 0.03f * 128f * m_speedModifier; 2567 direc *= 0.03f * 128f * m_speedModifier;
2232 2568
2233 PhysicsActor actor = m_physicsActor;
2234 if (actor != null) 2569 if (actor != null)
2235 { 2570 {
2236 if (actor.Flying) 2571// rm falling if (actor.Flying)
2572 if ((actor.Flying) || Animator.m_falling) // add for falling lateral speed
2237 { 2573 {
2238 direc *= 4.0f; 2574// rm speed mod direc *= 4.0f;
2575 direc *= 5.2f; // for speed mod
2239 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 2576 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
2240 //bool colliding = (m_physicsActor.IsColliding==true); 2577 //bool colliding = (m_physicsActor.IsColliding==true);
2241 //if (controlland) 2578 //if (controlland)
@@ -2248,22 +2585,30 @@ namespace OpenSim.Region.Framework.Scenes
2248 // m_log.Info("[AGENT]: Stop FLying"); 2585 // m_log.Info("[AGENT]: Stop FLying");
2249 //} 2586 //}
2250 } 2587 }
2588 /* This jumping section removed to SPA
2251 else if (!actor.Flying && actor.IsColliding) 2589 else if (!actor.Flying && actor.IsColliding)
2252 { 2590 {
2253 if (direc.Z > 2.0f) 2591 if (direc.Z > 2.0f)
2254 { 2592 {
2255 direc.Z *= 3.0f; 2593 if(m_animator.m_animTickJump == -1)
2256 2594 {
2257 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2595 direc.Z *= 3.0f; // jump
2258 Animator.TrySetMovementAnimation("PREJUMP"); 2596 }
2259 Animator.TrySetMovementAnimation("JUMP"); 2597 else
2598 {
2599 direc.Z *= 0.1f; // prejump
2600 }
2601 / * Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2602 Animator.TrySetMovementAnimation("PREJUMP");
2603 Animator.TrySetMovementAnimation("JUMP");
2604 * /
2260 } 2605 }
2261 } 2606 } */
2262 } 2607 }
2263 2608
2264 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2609 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2265 m_forceToApply = direc; 2610 m_forceToApply = direc;
2266 2611 m_isNudging = Nudging;
2267 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2612 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2268 } 2613 }
2269 2614
@@ -2278,7 +2623,7 @@ namespace OpenSim.Region.Framework.Scenes
2278 const float POSITION_TOLERANCE = 0.05f; 2623 const float POSITION_TOLERANCE = 0.05f;
2279 //const int TIME_MS_TOLERANCE = 3000; 2624 //const int TIME_MS_TOLERANCE = 3000;
2280 2625
2281 SendPrimUpdates(); 2626
2282 2627
2283 if (m_isChildAgent == false) 2628 if (m_isChildAgent == false)
2284 { 2629 {
@@ -2308,6 +2653,9 @@ namespace OpenSim.Region.Framework.Scenes
2308 CheckForBorderCrossing(); 2653 CheckForBorderCrossing();
2309 CheckForSignificantMovement(); // sends update to the modules. 2654 CheckForSignificantMovement(); // sends update to the modules.
2310 } 2655 }
2656
2657 //Sending prim updates AFTER the avatar terse updates are sent
2658 SendPrimUpdates();
2311 } 2659 }
2312 2660
2313 #endregion 2661 #endregion
@@ -3091,6 +3439,7 @@ namespace OpenSim.Region.Framework.Scenes
3091 m_callbackURI = cAgent.CallbackURI; 3439 m_callbackURI = cAgent.CallbackURI;
3092 3440
3093 m_pos = cAgent.Position; 3441 m_pos = cAgent.Position;
3442
3094 m_velocity = cAgent.Velocity; 3443 m_velocity = cAgent.Velocity;
3095 m_CameraCenter = cAgent.Center; 3444 m_CameraCenter = cAgent.Center;
3096 //m_avHeight = cAgent.Size.Z; 3445 //m_avHeight = cAgent.Size.Z;
@@ -3199,17 +3548,46 @@ namespace OpenSim.Region.Framework.Scenes
3199 /// </summary> 3548 /// </summary>
3200 public override void UpdateMovement() 3549 public override void UpdateMovement()
3201 { 3550 {
3202 if (m_forceToApply.HasValue) 3551 if (Animator!=null) // add for jumping
3203 { 3552 { // add for jumping
3204 Vector3 force = m_forceToApply.Value; 3553 // if (!m_animator.m_jumping) // add for jumping
3554 // { // add for jumping
3205 3555
3206 m_updateflag = true; 3556 if (m_forceToApply.HasValue) // this section realigned
3207// movementvector = force; 3557 {
3208 Velocity = force;
3209 3558
3210 m_forceToApply = null; 3559 Vector3 force = m_forceToApply.Value;
3211 } 3560 m_updateflag = true;
3212 } 3561if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3562 Velocity = force;
3563//Console.WriteLine("UM1 {0}", Velocity);
3564 m_forceToApply = null;
3565 }
3566 else
3567 {
3568 if (m_isNudging)
3569 {
3570 Vector3 force = Vector3.Zero;
3571
3572 m_updateflag = true;
3573if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3574 Velocity = force;
3575//Console.WriteLine("UM2 {0}", Velocity);
3576 m_isNudging = false;
3577 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3578 }
3579 else // add for jumping
3580 { // add for jumping
3581 Vector3 force = Vector3.Zero; // add for jumping
3582if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3583//Console.WriteLine("UM3 {0}", Velocity);
3584 Velocity = force; // add for jumping
3585 }
3586
3587 }
3588 // } // end realign
3589 } // add for jumping
3590 } // add for jumping
3213 3591
3214 /// <summary> 3592 /// <summary>
3215 /// Adds a physical representation of the avatar to the Physics plugin 3593 /// Adds a physical representation of the avatar to the Physics plugin
@@ -3254,18 +3632,29 @@ namespace OpenSim.Region.Framework.Scenes
3254 { 3632 {
3255 if (e == null) 3633 if (e == null)
3256 return; 3634 return;
3257 3635
3258 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3636 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3259 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3260 // as of this comment the interval is set in AddToPhysicalScene 3637 // as of this comment the interval is set in AddToPhysicalScene
3261 if (Animator!=null) 3638 if (Animator!=null)
3262 Animator.UpdateMovementAnimations(); 3639 {
3640 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3641 { // else its will lock out other animation changes, like ground sit.
3642 Animator.UpdateMovementAnimations();
3643 m_updateCount--;
3644 }
3645 }
3263 3646
3264 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3647 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3265 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3648 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3266 3649
3267 CollisionPlane = Vector4.UnitW; 3650 CollisionPlane = Vector4.UnitW;
3268 3651
3652 if (m_lastColCount != coldata.Count)
3653 {
3654 m_updateCount = UPDATE_COUNT;
3655 m_lastColCount = coldata.Count;
3656 }
3657
3269 if (coldata.Count != 0 && Animator != null) 3658 if (coldata.Count != 0 && Animator != null)
3270 { 3659 {
3271 switch (Animator.CurrentMovementAnimation) 3660 switch (Animator.CurrentMovementAnimation)
@@ -3295,6 +3684,148 @@ namespace OpenSim.Region.Framework.Scenes
3295 } 3684 }
3296 } 3685 }
3297 3686
3687 List<uint> thisHitColliders = new List<uint>();
3688 List<uint> endedColliders = new List<uint>();
3689 List<uint> startedColliders = new List<uint>();
3690
3691 foreach (uint localid in coldata.Keys)
3692 {
3693 thisHitColliders.Add(localid);
3694 if (!m_lastColliders.Contains(localid))
3695 {
3696 startedColliders.Add(localid);
3697 }
3698 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3699 }
3700
3701 // calculate things that ended colliding
3702 foreach (uint localID in m_lastColliders)
3703 {
3704 if (!thisHitColliders.Contains(localID))
3705 {
3706 endedColliders.Add(localID);
3707 }
3708 }
3709 //add the items that started colliding this time to the last colliders list.
3710 foreach (uint localID in startedColliders)
3711 {
3712 m_lastColliders.Add(localID);
3713 }
3714 // remove things that ended colliding from the last colliders list
3715 foreach (uint localID in endedColliders)
3716 {
3717 m_lastColliders.Remove(localID);
3718 }
3719
3720 // do event notification
3721 if (startedColliders.Count > 0)
3722 {
3723 ColliderArgs StartCollidingMessage = new ColliderArgs();
3724 List<DetectedObject> colliding = new List<DetectedObject>();
3725 foreach (uint localId in startedColliders)
3726 {
3727 if (localId == 0)
3728 continue;
3729
3730 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3731 string data = "";
3732 if (obj != null)
3733 {
3734 DetectedObject detobj = new DetectedObject();
3735 detobj.keyUUID = obj.UUID;
3736 detobj.nameStr = obj.Name;
3737 detobj.ownerUUID = obj.OwnerID;
3738 detobj.posVector = obj.AbsolutePosition;
3739 detobj.rotQuat = obj.GetWorldRotation();
3740 detobj.velVector = obj.Velocity;
3741 detobj.colliderType = 0;
3742 detobj.groupUUID = obj.GroupID;
3743 colliding.Add(detobj);
3744 }
3745 }
3746
3747 if (colliding.Count > 0)
3748 {
3749 StartCollidingMessage.Colliders = colliding;
3750
3751 foreach (SceneObjectGroup att in Attachments)
3752 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3753 }
3754 }
3755
3756 if (endedColliders.Count > 0)
3757 {
3758 ColliderArgs EndCollidingMessage = new ColliderArgs();
3759 List<DetectedObject> colliding = new List<DetectedObject>();
3760 foreach (uint localId in endedColliders)
3761 {
3762 if (localId == 0)
3763 continue;
3764
3765 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3766 string data = "";
3767 if (obj != null)
3768 {
3769 DetectedObject detobj = new DetectedObject();
3770 detobj.keyUUID = obj.UUID;
3771 detobj.nameStr = obj.Name;
3772 detobj.ownerUUID = obj.OwnerID;
3773 detobj.posVector = obj.AbsolutePosition;
3774 detobj.rotQuat = obj.GetWorldRotation();
3775 detobj.velVector = obj.Velocity;
3776 detobj.colliderType = 0;
3777 detobj.groupUUID = obj.GroupID;
3778 colliding.Add(detobj);
3779 }
3780 }
3781
3782 if (colliding.Count > 0)
3783 {
3784 EndCollidingMessage.Colliders = colliding;
3785
3786 foreach (SceneObjectGroup att in Attachments)
3787 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3788 }
3789 }
3790
3791 if (thisHitColliders.Count > 0)
3792 {
3793 ColliderArgs CollidingMessage = new ColliderArgs();
3794 List<DetectedObject> colliding = new List<DetectedObject>();
3795 foreach (uint localId in thisHitColliders)
3796 {
3797 if (localId == 0)
3798 continue;
3799
3800 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3801 string data = "";
3802 if (obj != null)
3803 {
3804 DetectedObject detobj = new DetectedObject();
3805 detobj.keyUUID = obj.UUID;
3806 detobj.nameStr = obj.Name;
3807 detobj.ownerUUID = obj.OwnerID;
3808 detobj.posVector = obj.AbsolutePosition;
3809 detobj.rotQuat = obj.GetWorldRotation();
3810 detobj.velVector = obj.Velocity;
3811 detobj.colliderType = 0;
3812 detobj.groupUUID = obj.GroupID;
3813 colliding.Add(detobj);
3814 }
3815 }
3816
3817 if (colliding.Count > 0)
3818 {
3819 CollidingMessage.Colliders = colliding;
3820
3821 lock (m_attachments)
3822 {
3823 foreach (SceneObjectGroup att in m_attachments)
3824 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3825 }
3826 }
3827 }
3828
3298 if (m_invulnerable) 3829 if (m_invulnerable)
3299 return; 3830 return;
3300 3831
@@ -3490,7 +4021,10 @@ namespace OpenSim.Region.Framework.Scenes
3490 m_scene = scene; 4021 m_scene = scene;
3491 4022
3492 RegisterToEvents(); 4023 RegisterToEvents();
3493 4024 if (m_controllingClient != null)
4025 {
4026 m_controllingClient.ProcessPendingPackets();
4027 }
3494 /* 4028 /*
3495 AbsolutePosition = client.StartPos; 4029 AbsolutePosition = client.StartPos;
3496 4030
@@ -3720,6 +4254,39 @@ namespace OpenSim.Region.Framework.Scenes
3720 return; 4254 return;
3721 } 4255 }
3722 4256
4257 XmlDocument doc = new XmlDocument();
4258 string stateData = String.Empty;
4259
4260 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
4261 if (attServ != null)
4262 {
4263 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4264 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4265 if (stateData != String.Empty)
4266 {
4267 try
4268 {
4269 doc.LoadXml(stateData);
4270 }
4271 catch { }
4272 }
4273 }
4274
4275 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4276
4277 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4278 if (nodes.Count > 0)
4279 {
4280 foreach (XmlNode n in nodes)
4281 {
4282 XmlElement elem = (XmlElement)n;
4283 string itemID = elem.GetAttribute("ItemID");
4284 string xml = elem.InnerXml;
4285
4286 itemData[new UUID(itemID)] = xml;
4287 }
4288 }
4289
3723 List<int> attPoints = m_appearance.GetAttachedPoints(); 4290 List<int> attPoints = m_appearance.GetAttachedPoints();
3724 foreach (int p in attPoints) 4291 foreach (int p in attPoints)
3725 { 4292 {
@@ -3739,9 +4306,26 @@ namespace OpenSim.Region.Framework.Scenes
3739 4306
3740 try 4307 try
3741 { 4308 {
3742 // Rez from inventory 4309 string xmlData;
3743 UUID asset 4310 XmlDocument d = new XmlDocument();
3744 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); 4311 UUID asset;
4312 if (itemData.TryGetValue(itemID, out xmlData))
4313 {
4314 d.LoadXml(xmlData);
4315 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4316
4317 // Rez from inventory
4318 asset
4319 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4320
4321 }
4322 else
4323 {
4324 // Rez from inventory (with a null doc to let
4325 // CHANGED_OWNER happen)
4326 asset
4327 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4328 }
3745 4329
3746 m_log.InfoFormat( 4330 m_log.InfoFormat(
3747 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})", 4331 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})",
@@ -3778,5 +4362,16 @@ namespace OpenSim.Region.Framework.Scenes
3778 m_reprioritization_called = false; 4362 m_reprioritization_called = false;
3779 } 4363 }
3780 } 4364 }
4365
4366 private Vector3 Quat2Euler(Quaternion rot){
4367 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4368 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4369 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4370 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4371 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4372 return(new Vector3(x,y,z));
4373 }
4374
4375
3781 } 4376 }
3782} 4377}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 5bdaa17..77e477f 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -105,7 +105,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
105 sceneObject.AddPart(part); 105 sceneObject.AddPart(part);
106 part.LinkNum = linkNum; 106 part.LinkNum = linkNum;
107 part.TrimPermissions(); 107 part.TrimPermissions();
108 part.StoreUndoState(); 108 part.StoreUndoState(UndoType.STATE_ALL);
109 reader.Close(); 109 reader.Close();
110 sr.Close(); 110 sr.Close();
111 } 111 }
@@ -231,7 +231,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
231 if (originalLinkNum != 0) 231 if (originalLinkNum != 0)
232 part.LinkNum = originalLinkNum; 232 part.LinkNum = originalLinkNum;
233 233
234 part.StoreUndoState(); 234 part.StoreUndoState(UndoType.STATE_ALL);
235 reader.Close(); 235 reader.Close();
236 sr.Close(); 236 sr.Close();
237 } 237 }
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 55e407e..f71b507 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,48 +27,125 @@
27 27
28using OpenMetaverse; 28using OpenMetaverse;
29using OpenSim.Region.Framework.Interfaces; 29using OpenSim.Region.Framework.Interfaces;
30using System;
30 31
31namespace OpenSim.Region.Framework.Scenes 32namespace OpenSim.Region.Framework.Scenes
32{ 33{
34 [Flags]
35 public enum UndoType
36 {
37 STATE_PRIM_POSITION = 1,
38 STATE_PRIM_ROTATION = 2,
39 STATE_PRIM_SCALE = 4,
40 STATE_PRIM_ALL = 7,
41 STATE_GROUP_POSITION = 8,
42 STATE_GROUP_ROTATION = 16,
43 STATE_GROUP_SCALE = 32,
44 STATE_GROUP_ALL = 56,
45 STATE_ALL = 63
46 }
47
33 public class UndoState 48 public class UndoState
34 { 49 {
35 public Vector3 Position = Vector3.Zero; 50 public Vector3 Position = Vector3.Zero;
36 public Vector3 Scale = Vector3.Zero; 51 public Vector3 Scale = Vector3.Zero;
37 public Quaternion Rotation = Quaternion.Identity; 52 public Quaternion Rotation = Quaternion.Identity;
53 public Vector3 GroupPosition = Vector3.Zero;
54 public Quaternion GroupRotation = Quaternion.Identity;
55 public Vector3 GroupScale = Vector3.Zero;
56 public DateTime LastUpdated = DateTime.Now;
57 public UndoType Type;
38 58
39 public UndoState(SceneObjectPart part) 59 public UndoState(SceneObjectPart part, UndoType type)
40 { 60 {
61 Type = type;
41 if (part != null) 62 if (part != null)
42 { 63 {
43 if (part.ParentID == 0) 64 if (part.ParentID == 0)
44 { 65 {
45 Position = part.ParentGroup.AbsolutePosition; 66 GroupScale = part.ParentGroup.RootPart.Shape.Scale;
67
68 //FUBAR WARNING: Do NOT get the group's absoluteposition here
69 //or you'll experience a loop and/or a stack issue
70 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
71 GroupRotation = part.ParentGroup.GroupRotation;
72 Position = part.ParentGroup.RootPart.AbsolutePosition;
46 Rotation = part.RotationOffset; 73 Rotation = part.RotationOffset;
47 Scale = part.Shape.Scale; 74 Scale = part.Shape.Scale;
75 LastUpdated = DateTime.Now;
48 } 76 }
49 else 77 else
50 { 78 {
79 GroupScale = part.Shape.Scale;
80
81 //FUBAR WARNING: Do NOT get the group's absoluteposition here
82 //or you'll experience a loop and/or a stack issue
83 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
84 GroupRotation = part.ParentGroup.Rotation;
51 Position = part.OffsetPosition; 85 Position = part.OffsetPosition;
52 Rotation = part.RotationOffset; 86 Rotation = part.RotationOffset;
53 Scale = part.Shape.Scale; 87 Scale = part.Shape.Scale;
88 LastUpdated = DateTime.Now;
54 } 89 }
55 } 90 }
56 } 91 }
57 92 public void Merge(UndoState last)
93 {
94 if ((Type & UndoType.STATE_GROUP_POSITION) == 0 || ((last.Type & UndoType.STATE_GROUP_POSITION) >= (Type & UndoType.STATE_GROUP_POSITION)))
95 {
96 GroupPosition = last.GroupPosition;
97 Position = last.Position;
98 }
99 if ((Type & UndoType.STATE_GROUP_SCALE) == 0 || ((last.Type & UndoType.STATE_GROUP_SCALE) >= (Type & UndoType.STATE_GROUP_SCALE)))
100 {
101 GroupScale = last.GroupScale;
102 Scale = last.Scale;
103 }
104 if ((Type & UndoType.STATE_GROUP_ROTATION) == 0 || ((last.Type & UndoType.STATE_GROUP_ROTATION) >= (Type & UndoType.STATE_GROUP_ROTATION)))
105 {
106 GroupRotation = last.GroupRotation;
107 Rotation = last.Rotation;
108 }
109 if ((Type & UndoType.STATE_PRIM_POSITION) == 0 || ((last.Type & UndoType.STATE_PRIM_POSITION) >= (Type & UndoType.STATE_PRIM_POSITION)))
110 {
111 Position = last.Position;
112 }
113 if ((Type & UndoType.STATE_PRIM_SCALE) == 0 || ((last.Type & UndoType.STATE_PRIM_SCALE) >= (Type & UndoType.STATE_PRIM_SCALE)))
114 {
115 Scale = last.Scale;
116 }
117 if ((Type & UndoType.STATE_PRIM_ROTATION) == 0 || ((last.Type & UndoType.STATE_PRIM_ROTATION) >= (Type & UndoType.STATE_PRIM_ROTATION)))
118 {
119 Rotation = last.Rotation;
120 }
121 Type = Type | last.Type;
122 }
123 public bool Compare(UndoState undo)
124 {
125 if (undo == null || Position == null) return false;
126 if (undo.Position == Position && undo.Rotation == Rotation && undo.Scale == Scale && undo.GroupPosition == GroupPosition && undo.GroupScale == GroupScale && undo.GroupRotation == GroupRotation)
127 {
128 return true;
129 }
130 else
131 {
132 return false;
133 }
134 }
58 public bool Compare(SceneObjectPart part) 135 public bool Compare(SceneObjectPart part)
59 { 136 {
60 if (part != null) 137 if (part != null)
61 { 138 {
62 if (part.ParentID == 0) 139 if (part.ParentID == 0)
63 { 140 {
64 if (Position == part.ParentGroup.AbsolutePosition && Rotation == part.ParentGroup.Rotation) 141 if (Position == part.ParentGroup.RootPart.AbsolutePosition && Rotation == part.ParentGroup.Rotation && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
65 return true; 142 return true;
66 else 143 else
67 return false; 144 return false;
68 } 145 }
69 else 146 else
70 { 147 {
71 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale) 148 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
72 return true; 149 return true;
73 else 150 else
74 return false; 151 return false;
@@ -78,62 +155,70 @@ namespace OpenSim.Region.Framework.Scenes
78 return false; 155 return false;
79 } 156 }
80 157
81 public void PlaybackState(SceneObjectPart part) 158 private void RestoreState(SceneObjectPart part)
82 { 159 {
160 bool GroupChange = false;
161 if ((Type & UndoType.STATE_GROUP_POSITION) != 0
162 || (Type & UndoType.STATE_GROUP_ROTATION) != 0
163 || (Type & UndoType.STATE_GROUP_SCALE) != 0)
164 {
165 GroupChange = true;
166 }
167
83 if (part != null) 168 if (part != null)
84 { 169 {
85 part.Undoing = true; 170 part.Undoing = true;
86 171
87 if (part.ParentID == 0) 172 if (part.ParentID == 0 && GroupChange == false)
88 { 173 {
89 if (Position != Vector3.Zero) 174 if (Position != Vector3.Zero)
90 part.ParentGroup.AbsolutePosition = Position; 175
91 part.RotationOffset = Rotation; 176 part.ParentGroup.UpdateSinglePosition(Position, part.LocalId);
177 part.ParentGroup.UpdateSingleRotation(Rotation, part.LocalId);
92 if (Scale != Vector3.Zero) 178 if (Scale != Vector3.Zero)
93 part.Resize(Scale); 179 part.Resize(Scale);
94 part.ParentGroup.ScheduleGroupForTerseUpdate(); 180 part.ParentGroup.ScheduleGroupForTerseUpdate();
95 } 181 }
96 else 182 else
97 { 183 {
98 if (Position != Vector3.Zero) 184 if (GroupChange)
99 part.OffsetPosition = Position; 185 {
100 part.UpdateRotation(Rotation); 186 part.ParentGroup.RootPart.Undoing = true;
101 if (Scale != Vector3.Zero) 187 if (GroupPosition != Vector3.Zero)
102 part.Resize(Scale); part.ScheduleTerseUpdate(); 188 {
189 //Calculate the scale...
190 Vector3 gs = part.Shape.Scale;
191 float scale = GroupScale.Z / gs.Z;
192
193 //Scale first since it can affect our position
194 part.ParentGroup.GroupResize(gs * scale, part.LocalId);
195 part.ParentGroup.AbsolutePosition = GroupPosition;
196 part.ParentGroup.UpdateGroupRotationR(GroupRotation);
197
198 }
199 part.ParentGroup.RootPart.Undoing = false;
200 }
201 else
202 {
203 if (Position != Vector3.Zero) //We can use this for all the updates since all are set
204 {
205 part.OffsetPosition = Position;
206 part.UpdateRotation(Rotation);
207 part.Resize(Scale); part.ScheduleTerseUpdate();
208 }
209 }
103 } 210 }
104 part.Undoing = false; 211 part.Undoing = false;
105 212
106 } 213 }
107 } 214 }
215 public void PlaybackState(SceneObjectPart part)
216 {
217 RestoreState(part);
218 }
108 public void PlayfwdState(SceneObjectPart part) 219 public void PlayfwdState(SceneObjectPart part)
109 { 220 {
110 if (part != null) 221 RestoreState(part);
111 {
112 part.Undoing = true;
113
114 if (part.ParentID == 0)
115 {
116 if (Position != Vector3.Zero)
117 part.ParentGroup.AbsolutePosition = Position;
118 if (Rotation != Quaternion.Identity)
119 part.UpdateRotation(Rotation);
120 if (Scale != Vector3.Zero)
121 part.Resize(Scale);
122 part.ParentGroup.ScheduleGroupForTerseUpdate();
123 }
124 else
125 {
126 if (Position != Vector3.Zero)
127 part.OffsetPosition = Position;
128 if (Rotation != Quaternion.Identity)
129 part.UpdateRotation(Rotation);
130 if (Scale != Vector3.Zero)
131 part.Resize(Scale);
132 part.ScheduleTerseUpdate();
133 }
134 part.Undoing = false;
135
136 }
137 } 222 }
138 } 223 }
139 public class LandUndoState 224 public class LandUndoState
@@ -161,3 +246,4 @@ namespace OpenSim.Region.Framework.Scenes
161 } 246 }
162 } 247 }
163} 248}
249