aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework/Scenes
diff options
context:
space:
mode:
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs226
-rw-r--r--OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs7
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs267
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Permissions.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs504
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs50
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs219
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs7
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs700
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs301
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs759
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs1071
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneViewer.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs16
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs168
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
19 files changed, 3148 insertions, 1200 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index 4865481..9c103cb 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 }
@@ -218,48 +230,127 @@ 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) && (m_scenePresence.m_wasFlying)) // 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 else if (m_animTickJump == -1)
237 {
238 m_animTickJump = 0;
239 return "STAND";
240 }
241 257
242 return m_movementAnimation; 258 return m_movementAnimation;
243 } 259 }
244 260
245 #endregion Falling/Floating/Landing 261 #endregion Falling/Floating/Landing
246 262
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
247 #region Ground Movement 315 #region Ground Movement
248 316
249 if (m_movementAnimation == "FALLDOWN") 317 if (m_movementAnimation == "FALLDOWN")
250 { 318 {
319 m_falling = false;
251 m_animTickFall = Environment.TickCount; 320 m_animTickFall = Environment.TickCount;
252
253 // TODO: SOFT_LAND support 321 // TODO: SOFT_LAND support
254 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
255 } 330 }
256 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"))
257 { 335 {
258 float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 336 int landElapsed = Environment.TickCount - m_animTickFall; // add for jumping
259 if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY)) 337 int limit = 1000; // add for jumping
260 return "LAND"; 338 if(m_movementAnimation == "LAND") limit = 350; // add for jumping
261 } 339 // NB if the above is set too long a weird anim reset from some place prevents STAND from being sent to client
262 340
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
263 m_animTickFall = 0; 354 m_animTickFall = 0;
264 355
265 if (move.Z > 0f) 356 if (move.Z > 0f)
@@ -271,7 +362,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
271 m_animTickJump = Environment.TickCount; 362 m_animTickJump = Environment.TickCount;
272 return "PREJUMP"; 363 return "PREJUMP";
273 } 364 }
274 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) 365 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 800.0f)
275 { 366 {
276 // Start actual jump 367 // Start actual jump
277 if (m_animTickJump == -1) 368 if (m_animTickJump == -1)
@@ -284,37 +375,40 @@ namespace OpenSim.Region.Framework.Scenes.Animation
284 m_animTickJump = -1; 375 m_animTickJump = -1;
285 return "JUMP"; 376 return "JUMP";
286 } 377 }
287 else
288 return "JUMP";
289 } 378 }
290 else 379 else
291 { 380 {
292 // Not jumping 381 // Not jumping
293 m_animTickJump = 0; 382 m_animTickJump = 0;
294 383 */
295 if (move.X != 0f || move.Y != 0f) 384 // next section moved outside paren. and realigned for jumping
296 { 385 if (move.X != 0f || move.Y != 0f)
297 // Walking / crouchwalking / running 386 {
298 if (move.Z < 0f) 387 m_fallHeight = actor.Position.Z; // save latest flying height
299 return "CROUCHWALK"; 388 m_falling = false; // Add for falling
300 else if (m_scenePresence.SetAlwaysRun) 389 // Walking / crouchwalking / running
301 return "RUN"; 390 if (move.Z < 0f)
302 else 391 return "CROUCHWALK";
303 return "WALK"; 392 else if (m_scenePresence.SetAlwaysRun)
304 } 393 return "RUN";
305 else 394 else
306 { 395 return "WALK";
307 // Not walking
308 if (move.Z < 0f)
309 return "CROUCH";
310 else
311 return "STAND";
312 }
313 } 396 }
314 397// 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
315 #endregion Ground Movement 408 #endregion Ground Movement
316 409
317 //return m_movementAnimation; 410 m_falling = false; // Add for falling
411 return m_movementAnimation;
318 } 412 }
319 413
320 /// <summary> 414 /// <summary>
@@ -323,7 +417,15 @@ namespace OpenSim.Region.Framework.Scenes.Animation
323 public void UpdateMovementAnimations() 417 public void UpdateMovementAnimations()
324 { 418 {
325 m_movementAnimation = GetMovementAnimation(); 419 m_movementAnimation = GetMovementAnimation();
326 TrySetMovementAnimation(m_movementAnimation); 420/* if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
421 {
422 // This was the previous behavior before PREJUMP
423 TrySetMovementAnimation("JUMP");
424 }
425 else
426 { removed for jumping */
427 TrySetMovementAnimation(m_movementAnimation);
428// rm for jumping }
327 } 429 }
328 430
329 public UUID[] GetAnimationArray() 431 public UUID[] GetAnimationArray()
diff --git a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
index 3423542..088839d 100644
--- a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
+++ b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
@@ -104,8 +104,15 @@ namespace OpenSim.Region.Framework.Scenes
104 // better than losing the object for now. 104 // better than losing the object for now.
105 if (permissionToDelete) 105 if (permissionToDelete)
106 { 106 {
107 List<uint> killIDs = new List<uint>();
108
107 foreach (SceneObjectGroup g in objectGroups) 109 foreach (SceneObjectGroup g in objectGroups)
110 {
111 killIDs.Add(g.LocalId);
108 g.DeleteGroupFromScene(false); 112 g.DeleteGroupFromScene(false);
113 }
114
115 m_scene.SendKillObject(killIDs);
109 } 116 }
110 } 117 }
111 118
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index fd62535..4ce7a6c 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(ISimulationDataService datastore, bool forceBackup); 64 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
61 65
62 public event OnBackupDelegate OnBackup; 66 public event OnBackupDelegate OnBackup;
@@ -766,6 +770,26 @@ namespace OpenSim.Region.Framework.Scenes
766 } 770 }
767 } 771 }
768 } 772 }
773 public void TriggerTerrainUpdate()
774 {
775 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
776 if (handlerTerrainUpdate != null)
777 {
778 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
779 {
780 try
781 {
782 d();
783 }
784 catch (Exception e)
785 {
786 m_log.ErrorFormat(
787 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
788 e.Message, e.StackTrace);
789 }
790 }
791 }
792 }
769 793
770 public void TriggerTerrainTick() 794 public void TriggerTerrainTick()
771 { 795 {
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 4595a29..657df15 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -158,7 +158,7 @@ namespace OpenSim.Region.Framework.Scenes
158 158
159 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 159 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
160 { 160 {
161 uint pqueue = ComputeDistancePriority(client,entity,true); 161 uint pqueue = ComputeDistancePriority(client,entity,false);
162 162
163 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 163 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
164 if (presence != null) 164 if (presence != null)
@@ -228,7 +228,7 @@ namespace OpenSim.Region.Framework.Scenes
228 228
229 for (int i = 0; i < queues - 1; i++) 229 for (int i = 0; i < queues - 1; i++)
230 { 230 {
231 if (distance < 10 * Math.Pow(2.0,i)) 231 if (distance < 30 * Math.Pow(2.0,i))
232 break; 232 break;
233 pqueue++; 233 pqueue++;
234 } 234 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index b0f0de6..5b7a297 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -99,34 +99,22 @@ namespace OpenSim.Region.Framework.Scenes
99 /// <param name="item"></param> 99 /// <param name="item"></param>
100 public bool AddInventoryItem(InventoryItemBase item) 100 public bool AddInventoryItem(InventoryItemBase item)
101 { 101 {
102 if (UUID.Zero == item.Folder) 102 InventoryFolderBase folder;
103
104 if (item.Folder == UUID.Zero)
103 { 105 {
104 InventoryFolderBase f = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType); 106 folder = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType);
105 if (f != null) 107 if (folder == null)
106 {
107// m_log.DebugFormat(
108// "[LOCAL INVENTORY SERVICES CONNECTOR]: Found folder {0} type {1} for item {2}",
109// f.Name, (AssetType)f.Type, item.Name);
110
111 item.Folder = f.ID;
112 }
113 else
114 { 108 {
115 f = InventoryService.GetRootFolder(item.Owner); 109 folder = InventoryService.GetRootFolder(item.Owner);
116 if (f != null) 110
117 { 111 if (folder == null)
118 item.Folder = f.ID;
119 }
120 else
121 {
122 m_log.WarnFormat(
123 "[AGENT INVENTORY]: Could not find root folder for {0} when trying to add item {1} with no parent folder specified",
124 item.Owner, item.Name);
125 return false; 112 return false;
126 }
127 } 113 }
114
115 item.Folder = folder.ID;
128 } 116 }
129 117
130 if (InventoryService.AddItem(item)) 118 if (InventoryService.AddItem(item))
131 { 119 {
132 int userlevel = 0; 120 int userlevel = 0;
@@ -252,8 +240,7 @@ namespace OpenSim.Region.Framework.Scenes
252 240
253 // Update item with new asset 241 // Update item with new asset
254 item.AssetID = asset.FullID; 242 item.AssetID = asset.FullID;
255 if (group.UpdateInventoryItem(item)) 243 group.UpdateInventoryItem(item);
256 remoteClient.SendAgentAlertMessage("Script saved", false);
257 244
258 part.GetProperties(remoteClient); 245 part.GetProperties(remoteClient);
259 246
@@ -264,12 +251,7 @@ namespace OpenSim.Region.Framework.Scenes
264 { 251 {
265 // Needs to determine which engine was running it and use that 252 // Needs to determine which engine was running it and use that
266 // 253 //
267 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 254 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
268 errors = part.Inventory.GetScriptErrors(item.ItemID);
269 }
270 else
271 {
272 remoteClient.SendAgentAlertMessage("Script saved", false);
273 } 255 }
274 part.ParentGroup.ResumeScripts(); 256 part.ParentGroup.ResumeScripts();
275 return errors; 257 return errors;
@@ -328,6 +310,7 @@ namespace OpenSim.Region.Framework.Scenes
328 { 310 {
329 if (UUID.Zero == transactionID) 311 if (UUID.Zero == transactionID)
330 { 312 {
313 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
331 item.Name = itemUpd.Name; 314 item.Name = itemUpd.Name;
332 item.Description = itemUpd.Description; 315 item.Description = itemUpd.Description;
333 if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions)) 316 if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions))
@@ -700,6 +683,8 @@ namespace OpenSim.Region.Framework.Scenes
700 return; 683 return;
701 } 684 }
702 685
686 if (newName == null) newName = item.Name;
687
703 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 688 AssetBase asset = AssetService.Get(item.AssetID.ToString());
704 689
705 if (asset != null) 690 if (asset != null)
@@ -753,6 +738,24 @@ namespace OpenSim.Region.Framework.Scenes
753 } 738 }
754 739
755 /// <summary> 740 /// <summary>
741 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
742 /// </summary>
743 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
744 {
745 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
746 foreach (InventoryItemBase b in items)
747 {
748 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
749 InventoryItemBase n = InventoryService.GetItem(b);
750 n.Folder = destfolder;
751 moveitems.Add(n);
752 remoteClient.SendInventoryItemCreateUpdate(n, 0);
753 }
754
755 MoveInventoryItem(remoteClient, moveitems);
756 }
757
758 /// <summary>
756 /// Move an item within the agent's inventory. 759 /// Move an item within the agent's inventory.
757 /// </summary> 760 /// </summary>
758 /// <param name="remoteClient"></param> 761 /// <param name="remoteClient"></param>
@@ -985,8 +988,12 @@ namespace OpenSim.Region.Framework.Scenes
985 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 988 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
986 { 989 {
987 SceneObjectPart part = GetSceneObjectPart(localID); 990 SceneObjectPart part = GetSceneObjectPart(localID);
988 SceneObjectGroup group = part.ParentGroup; 991 SceneObjectGroup group = null;
989 if (group != null) 992 if (part != null)
993 {
994 group = part.ParentGroup;
995 }
996 if (part != null && group != null)
990 { 997 {
991 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId)) 998 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
992 return; 999 return;
@@ -1222,6 +1229,10 @@ namespace OpenSim.Region.Framework.Scenes
1222 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)) 1229 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0))
1223 return; 1230 return;
1224 1231
1232 bool overrideNoMod = false;
1233 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1234 overrideNoMod = true;
1235
1225 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0) 1236 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1226 { 1237 {
1227 // object cannot copy items to an object owned by a different owner 1238 // object cannot copy items to an object owned by a different owner
@@ -1231,7 +1242,7 @@ namespace OpenSim.Region.Framework.Scenes
1231 } 1242 }
1232 1243
1233 // must have both move and modify permission to put an item in an object 1244 // must have both move and modify permission to put an item in an object
1234 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1245 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1235 { 1246 {
1236 return; 1247 return;
1237 } 1248 }
@@ -1290,6 +1301,14 @@ namespace OpenSim.Region.Framework.Scenes
1290 1301
1291 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1302 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1292 { 1303 {
1304 SceneObjectPart destPart = GetSceneObjectPart(destID);
1305 if (destPart != null) // Move into a prim
1306 {
1307 foreach(UUID itemID in items)
1308 MoveTaskInventoryItem(destID, host, itemID);
1309 return destID; // Prim folder ID == prim ID
1310 }
1311
1293 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1312 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1294 1313
1295 UUID newFolderID = UUID.Random(); 1314 UUID newFolderID = UUID.Random();
@@ -1439,13 +1458,6 @@ namespace OpenSim.Region.Framework.Scenes
1439 { 1458 {
1440 agentTransactions.HandleTaskItemUpdateFromTransaction( 1459 agentTransactions.HandleTaskItemUpdateFromTransaction(
1441 remoteClient, part, transactionID, currentItem); 1460 remoteClient, part, transactionID, currentItem);
1442
1443 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1444 remoteClient.SendAgentAlertMessage("Notecard saved", false);
1445 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1446 remoteClient.SendAgentAlertMessage("Script saved", false);
1447 else
1448 remoteClient.SendAgentAlertMessage("Item saved", false);
1449 } 1461 }
1450 1462
1451 // Base ALWAYS has move 1463 // Base ALWAYS has move
@@ -1586,7 +1598,7 @@ namespace OpenSim.Region.Framework.Scenes
1586 return; 1598 return;
1587 1599
1588 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1600 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1589 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1601 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1590 remoteClient.AgentId); 1602 remoteClient.AgentId);
1591 AssetService.Store(asset); 1603 AssetService.Store(asset);
1592 1604
@@ -1739,23 +1751,32 @@ namespace OpenSim.Region.Framework.Scenes
1739 // build a list of eligible objects 1751 // build a list of eligible objects
1740 List<uint> deleteIDs = new List<uint>(); 1752 List<uint> deleteIDs = new List<uint>();
1741 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1753 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1742 1754 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1743 // Start with true for both, then remove the flags if objects
1744 // that we can't derez are part of the selection
1745 bool permissionToTake = true;
1746 bool permissionToTakeCopy = true;
1747 bool permissionToDelete = true;
1748 1755
1749 foreach (uint localID in localIDs) 1756 foreach (uint localID in localIDs)
1750 { 1757 {
1758 // Start with true for both, then remove the flags if objects
1759 // that we can't derez are part of the selection
1760 bool permissionToTake = true;
1761 bool permissionToTakeCopy = true;
1762 bool permissionToDelete = true;
1763
1751 // Invalid id 1764 // Invalid id
1752 SceneObjectPart part = GetSceneObjectPart(localID); 1765 SceneObjectPart part = GetSceneObjectPart(localID);
1753 if (part == null) 1766 if (part == null)
1767 {
1768 //Client still thinks the object exists, kill it
1769 deleteIDs.Add(localID);
1754 continue; 1770 continue;
1771 }
1755 1772
1756 // Already deleted by someone else 1773 // Already deleted by someone else
1757 if (part.ParentGroup == null || part.ParentGroup.IsDeleted) 1774 if (part.ParentGroup == null || part.ParentGroup.IsDeleted)
1775 {
1776 //Client still thinks the object exists, kill it
1777 deleteIDs.Add(localID);
1758 continue; 1778 continue;
1779 }
1759 1780
1760 // Can't delete child prims 1781 // Can't delete child prims
1761 if (part != part.ParentGroup.RootPart) 1782 if (part != part.ParentGroup.RootPart)
@@ -1763,9 +1784,6 @@ namespace OpenSim.Region.Framework.Scenes
1763 1784
1764 SceneObjectGroup grp = part.ParentGroup; 1785 SceneObjectGroup grp = part.ParentGroup;
1765 1786
1766 deleteIDs.Add(localID);
1767 deleteGroups.Add(grp);
1768
1769 if (remoteClient == null) 1787 if (remoteClient == null)
1770 { 1788 {
1771 // Autoreturn has a null client. Nothing else does. So 1789 // Autoreturn has a null client. Nothing else does. So
@@ -1782,80 +1800,104 @@ namespace OpenSim.Region.Framework.Scenes
1782 } 1800 }
1783 else 1801 else
1784 { 1802 {
1785 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1803 if (action == DeRezAction.TakeCopy)
1804 {
1805 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1806 permissionToTakeCopy = false;
1807 }
1808 else
1809 {
1786 permissionToTakeCopy = false; 1810 permissionToTakeCopy = false;
1787 1811 }
1788 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1812 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1789 permissionToTake = false; 1813 permissionToTake = false;
1790 1814
1791 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1815 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1792 permissionToDelete = false; 1816 permissionToDelete = false;
1793 } 1817 }
1794 }
1795 1818
1796 // Handle god perms 1819 // Handle god perms
1797 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1820 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1798 { 1821 {
1799 permissionToTake = true; 1822 permissionToTake = true;
1800 permissionToTakeCopy = true; 1823 permissionToTakeCopy = true;
1801 permissionToDelete = true; 1824 permissionToDelete = true;
1802 } 1825 }
1803 1826
1804 // If we're re-saving, we don't even want to delete 1827 // If we're re-saving, we don't even want to delete
1805 if (action == DeRezAction.SaveToExistingUserInventoryItem) 1828 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1806 permissionToDelete = false; 1829 permissionToDelete = false;
1807 1830
1808 // if we want to take a copy, we also don't want to delete 1831 // if we want to take a copy, we also don't want to delete
1809 // Note: after this point, the permissionToTakeCopy flag 1832 // Note: after this point, the permissionToTakeCopy flag
1810 // becomes irrelevant. It already includes the permissionToTake 1833 // becomes irrelevant. It already includes the permissionToTake
1811 // permission and after excluding no copy items here, we can 1834 // permission and after excluding no copy items here, we can
1812 // just use that. 1835 // just use that.
1813 if (action == DeRezAction.TakeCopy) 1836 if (action == DeRezAction.TakeCopy)
1814 { 1837 {
1815 // If we don't have permission, stop right here 1838 // If we don't have permission, stop right here
1816 if (!permissionToTakeCopy) 1839 if (!permissionToTakeCopy)
1817 return; 1840 return;
1818 1841
1819 permissionToTake = true; 1842 permissionToTake = true;
1820 // Don't delete 1843 // Don't delete
1821 permissionToDelete = false; 1844 permissionToDelete = false;
1822 } 1845 }
1823 1846
1824 if (action == DeRezAction.Return) 1847 if (action == DeRezAction.Return)
1825 {
1826 if (remoteClient != null)
1827 { 1848 {
1828 if (Permissions.CanReturnObjects( 1849 if (remoteClient != null)
1829 null,
1830 remoteClient.AgentId,
1831 deleteGroups))
1832 { 1850 {
1833 permissionToTake = true; 1851 if (Permissions.CanReturnObjects(
1834 permissionToDelete = true; 1852 null,
1835 1853 remoteClient.AgentId,
1836 foreach (SceneObjectGroup g in deleteGroups) 1854 deleteGroups))
1837 { 1855 {
1838 AddReturn(g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 1856 permissionToTake = true;
1857 permissionToDelete = true;
1858
1859 AddReturn(grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1839 } 1860 }
1840 } 1861 }
1862 else // Auto return passes through here with null agent
1863 {
1864 permissionToTake = true;
1865 permissionToDelete = true;
1866 }
1841 } 1867 }
1842 else // Auto return passes through here with null agent 1868
1869 if (permissionToTake && (!permissionToDelete))
1870 takeGroups.Add(grp);
1871
1872 if (permissionToDelete)
1843 { 1873 {
1844 permissionToTake = true; 1874 if (permissionToTake)
1845 permissionToDelete = true; 1875 deleteGroups.Add(grp);
1876 deleteIDs.Add(grp.LocalId);
1846 } 1877 }
1847 } 1878 }
1848 1879
1849 if (permissionToTake) 1880 SendKillObject(deleteIDs);
1881
1882 if (deleteGroups.Count > 0)
1850 { 1883 {
1884 foreach (SceneObjectGroup g in deleteGroups)
1885 deleteIDs.Remove(g.LocalId);
1886
1851 m_asyncSceneObjectDeleter.DeleteToInventory( 1887 m_asyncSceneObjectDeleter.DeleteToInventory(
1852 action, destinationID, deleteGroups, remoteClient, 1888 action, destinationID, deleteGroups, remoteClient,
1853 permissionToDelete); 1889 true);
1890 }
1891 if (takeGroups.Count > 0)
1892 {
1893 m_asyncSceneObjectDeleter.DeleteToInventory(
1894 action, destinationID, takeGroups, remoteClient,
1895 false);
1854 } 1896 }
1855 else if (permissionToDelete) 1897 if (deleteIDs.Count > 0)
1856 { 1898 {
1857 foreach (SceneObjectGroup g in deleteGroups) 1899 foreach (SceneObjectGroup g in deleteGroups)
1858 DeleteSceneObject(g, false); 1900 DeleteSceneObject(g, true);
1859 } 1901 }
1860 } 1902 }
1861 1903
@@ -1907,21 +1949,29 @@ namespace OpenSim.Region.Framework.Scenes
1907 else // oopsies 1949 else // oopsies
1908 item.Folder = UUID.Zero; 1950 item.Folder = UUID.Zero;
1909 1951
1952 // Set up base perms properly
1953 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
1954 permsBase &= grp.RootPart.BaseMask;
1955 permsBase |= (uint)PermissionMask.Move;
1956
1957 // Make sure we don't lock it
1958 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
1959
1910 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions()) 1960 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
1911 { 1961 {
1912 item.BasePermissions = grp.RootPart.NextOwnerMask; 1962 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
1913 item.CurrentPermissions = grp.RootPart.NextOwnerMask; 1963 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
1914 item.NextPermissions = grp.RootPart.NextOwnerMask; 1964 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
1915 item.EveryOnePermissions = grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask; 1965 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
1916 item.GroupPermissions = grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask; 1966 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
1917 } 1967 }
1918 else 1968 else
1919 { 1969 {
1920 item.BasePermissions = grp.RootPart.BaseMask; 1970 item.BasePermissions = permsBase;
1921 item.CurrentPermissions = grp.RootPart.OwnerMask; 1971 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
1922 item.NextPermissions = grp.RootPart.NextOwnerMask; 1972 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
1923 item.EveryOnePermissions = grp.RootPart.EveryoneMask; 1973 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
1924 item.GroupPermissions = grp.RootPart.GroupMask; 1974 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
1925 } 1975 }
1926 item.CreationDate = Util.UnixTimeSinceEpoch(); 1976 item.CreationDate = Util.UnixTimeSinceEpoch();
1927 1977
@@ -2077,6 +2127,9 @@ namespace OpenSim.Region.Framework.Scenes
2077 2127
2078 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2128 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2079 { 2129 {
2130 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2131 return;
2132
2080 SceneObjectPart part = GetSceneObjectPart(objectID); 2133 SceneObjectPart part = GetSceneObjectPart(objectID);
2081 if (part == null) 2134 if (part == null)
2082 return; 2135 return;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
index e1fedf4..48beb9c 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
@@ -49,6 +49,7 @@ namespace OpenSim.Region.Framework.Scenes
49 public delegate bool DuplicateObjectHandler(int objectCount, UUID objectID, UUID owner, Scene scene, Vector3 objectPosition); 49 public delegate bool DuplicateObjectHandler(int objectCount, UUID objectID, UUID owner, Scene scene, Vector3 objectPosition);
50 public delegate bool EditObjectHandler(UUID objectID, UUID editorID, Scene scene); 50 public delegate bool EditObjectHandler(UUID objectID, UUID editorID, Scene scene);
51 public delegate bool EditObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene); 51 public delegate bool EditObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene);
52 public delegate bool ViewObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene);
52 public delegate bool MoveObjectHandler(UUID objectID, UUID moverID, Scene scene); 53 public delegate bool MoveObjectHandler(UUID objectID, UUID moverID, Scene scene);
53 public delegate bool ObjectEntryHandler(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene); 54 public delegate bool ObjectEntryHandler(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene);
54 public delegate bool ReturnObjectsHandler(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene); 55 public delegate bool ReturnObjectsHandler(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene);
@@ -116,6 +117,7 @@ namespace OpenSim.Region.Framework.Scenes
116 public event DuplicateObjectHandler OnDuplicateObject; 117 public event DuplicateObjectHandler OnDuplicateObject;
117 public event EditObjectHandler OnEditObject; 118 public event EditObjectHandler OnEditObject;
118 public event EditObjectInventoryHandler OnEditObjectInventory; 119 public event EditObjectInventoryHandler OnEditObjectInventory;
120 public event ViewObjectInventoryHandler OnViewObjectInventory;
119 public event MoveObjectHandler OnMoveObject; 121 public event MoveObjectHandler OnMoveObject;
120 public event ObjectEntryHandler OnObjectEntry; 122 public event ObjectEntryHandler OnObjectEntry;
121 public event ReturnObjectsHandler OnReturnObjects; 123 public event ReturnObjectsHandler OnReturnObjects;
@@ -401,6 +403,21 @@ namespace OpenSim.Region.Framework.Scenes
401 return true; 403 return true;
402 } 404 }
403 405
406 public bool CanViewObjectInventory(UUID objectID, UUID editorID)
407 {
408 ViewObjectInventoryHandler handler = OnViewObjectInventory;
409 if (handler != null)
410 {
411 Delegate[] list = handler.GetInvocationList();
412 foreach (ViewObjectInventoryHandler h in list)
413 {
414 if (h(objectID, editorID, m_scene) == false)
415 return false;
416 }
417 }
418 return true;
419 }
420
404 #endregion 421 #endregion
405 422
406 #region MOVE OBJECT 423 #region MOVE OBJECT
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index b537381..758a2eb 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -93,6 +93,7 @@ namespace OpenSim.Region.Framework.Scenes
93 // TODO: need to figure out how allow client agents but deny 93 // TODO: need to figure out how allow client agents but deny
94 // root agents when ACL denies access to root agent 94 // root agents when ACL denies access to root agent
95 public bool m_strictAccessControl = true; 95 public bool m_strictAccessControl = true;
96 public bool m_seeIntoBannedRegion = false;
96 public int MaxUndoCount = 5; 97 public int MaxUndoCount = 5;
97 public bool LoginsDisabled = true; 98 public bool LoginsDisabled = true;
98 public bool LoadingPrims; 99 public bool LoadingPrims;
@@ -111,6 +112,7 @@ namespace OpenSim.Region.Framework.Scenes
111 protected ModuleLoader m_moduleLoader; 112 protected ModuleLoader m_moduleLoader;
112 protected AgentCircuitManager m_authenticateHandler; 113 protected AgentCircuitManager m_authenticateHandler;
113 protected SceneCommunicationService m_sceneGridService; 114 protected SceneCommunicationService m_sceneGridService;
115 protected ISnmpModule m_snmpService = null;
114 116
115 protected ISimulationDataService m_SimulationDataService; 117 protected ISimulationDataService m_SimulationDataService;
116 protected IEstateDataService m_EstateDataService; 118 protected IEstateDataService m_EstateDataService;
@@ -167,7 +169,7 @@ namespace OpenSim.Region.Framework.Scenes
167 private int m_update_events = 1; 169 private int m_update_events = 1;
168 private int m_update_backup = 200; 170 private int m_update_backup = 200;
169 private int m_update_terrain = 50; 171 private int m_update_terrain = 50;
170// private int m_update_land = 1; 172 private int m_update_land = 10;
171 private int m_update_coarse_locations = 50; 173 private int m_update_coarse_locations = 50;
172 174
173 private int frameMS; 175 private int frameMS;
@@ -181,6 +183,7 @@ namespace OpenSim.Region.Framework.Scenes
181 private int landMS; 183 private int landMS;
182 private int lastCompletedFrame; 184 private int lastCompletedFrame;
183 185
186 public bool CombineRegions = false;
184 private bool m_physics_enabled = true; 187 private bool m_physics_enabled = true;
185 private bool m_scripts_enabled = true; 188 private bool m_scripts_enabled = true;
186 private string m_defaultScriptEngine; 189 private string m_defaultScriptEngine;
@@ -189,6 +192,8 @@ namespace OpenSim.Region.Framework.Scenes
189 private volatile bool shuttingdown; 192 private volatile bool shuttingdown;
190 193
191 private int m_lastUpdate; 194 private int m_lastUpdate;
195 private int m_lastIncoming;
196 private int m_lastOutgoing;
192 private bool m_firstHeartbeat = true; 197 private bool m_firstHeartbeat = true;
193 198
194 private object m_deleting_scene_object = new object(); 199 private object m_deleting_scene_object = new object();
@@ -240,6 +245,19 @@ namespace OpenSim.Region.Framework.Scenes
240 get { return m_sceneGridService; } 245 get { return m_sceneGridService; }
241 } 246 }
242 247
248 public ISnmpModule SnmpService
249 {
250 get
251 {
252 if (m_snmpService == null)
253 {
254 m_snmpService = RequestModuleInterface<ISnmpModule>();
255 }
256
257 return m_snmpService;
258 }
259 }
260
243 public ISimulationDataService SimulationDataService 261 public ISimulationDataService SimulationDataService
244 { 262 {
245 get 263 get
@@ -563,7 +581,10 @@ namespace OpenSim.Region.Framework.Scenes
563 m_regInfo = regInfo; 581 m_regInfo = regInfo;
564 m_regionHandle = m_regInfo.RegionHandle; 582 m_regionHandle = m_regInfo.RegionHandle;
565 m_regionName = m_regInfo.RegionName; 583 m_regionName = m_regInfo.RegionName;
584 m_datastore = m_regInfo.DataStore;
566 m_lastUpdate = Util.EnvironmentTickCount(); 585 m_lastUpdate = Util.EnvironmentTickCount();
586 m_lastIncoming = 0;
587 m_lastOutgoing = 0;
567 588
568 m_physicalPrim = physicalPrim; 589 m_physicalPrim = physicalPrim;
569 m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor; 590 m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor;
@@ -577,6 +598,8 @@ namespace OpenSim.Region.Framework.Scenes
577 #region Region Settings 598 #region Region Settings
578 599
579 // Load region settings 600 // Load region settings
601 m_regInfo.WindlightSettings = SimulationDataService.LoadRegionWindlightSettings(m_regInfo.RegionID);
602
580 m_regInfo.RegionSettings = simDataService.LoadRegionSettings(m_regInfo.RegionID); 603 m_regInfo.RegionSettings = simDataService.LoadRegionSettings(m_regInfo.RegionID);
581 if (estateDataService != null) 604 if (estateDataService != null)
582 m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false); 605 m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false);
@@ -638,9 +661,10 @@ namespace OpenSim.Region.Framework.Scenes
638 //Animation states 661 //Animation states
639 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 662 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
640 // TODO: Change default to true once the feature is supported 663 // TODO: Change default to true once the feature is supported
641 m_usePreJump = startupConfig.GetBoolean("enableprejump", false); 664 m_usePreJump = startupConfig.GetBoolean("enableprejump", true);
642
643 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 665 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
666
667 m_log.DebugFormat("[SCENE]: prejump is {0}", m_usePreJump ? "ON" : "OFF");
644 if (RegionInfo.NonphysPrimMax > 0) 668 if (RegionInfo.NonphysPrimMax > 0)
645 { 669 {
646 m_maxNonphys = RegionInfo.NonphysPrimMax; 670 m_maxNonphys = RegionInfo.NonphysPrimMax;
@@ -672,6 +696,7 @@ namespace OpenSim.Region.Framework.Scenes
672 m_persistAfter *= 10000000; 696 m_persistAfter *= 10000000;
673 697
674 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 698 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
699 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
675 700
676 IConfig packetConfig = m_config.Configs["PacketPool"]; 701 IConfig packetConfig = m_config.Configs["PacketPool"];
677 if (packetConfig != null) 702 if (packetConfig != null)
@@ -681,6 +706,8 @@ namespace OpenSim.Region.Framework.Scenes
681 } 706 }
682 707
683 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 708 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
709 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
710 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
684 711
685 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 712 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
686 if (m_generateMaptiles) 713 if (m_generateMaptiles)
@@ -705,9 +732,9 @@ namespace OpenSim.Region.Framework.Scenes
705 } 732 }
706 } 733 }
707 } 734 }
708 catch 735 catch (Exception e)
709 { 736 {
710 m_log.Warn("[SCENE]: Failed to load StartupConfig"); 737 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
711 } 738 }
712 739
713 #endregion Region Config 740 #endregion Region Config
@@ -1078,7 +1105,9 @@ namespace OpenSim.Region.Framework.Scenes
1078 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1105 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1079 if (HeartbeatThread != null) 1106 if (HeartbeatThread != null)
1080 { 1107 {
1108 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1081 HeartbeatThread.Abort(); 1109 HeartbeatThread.Abort();
1110 Watchdog.RemoveThread(HeartbeatThread.ManagedThreadId);
1082 HeartbeatThread = null; 1111 HeartbeatThread = null;
1083 } 1112 }
1084 m_lastUpdate = Util.EnvironmentTickCount(); 1113 m_lastUpdate = Util.EnvironmentTickCount();
@@ -1202,9 +1231,6 @@ namespace OpenSim.Region.Framework.Scenes
1202 { 1231 {
1203 while (!shuttingdown) 1232 while (!shuttingdown)
1204 Update(); 1233 Update();
1205
1206 m_lastUpdate = Util.EnvironmentTickCount();
1207 m_firstHeartbeat = false;
1208 } 1234 }
1209 catch (ThreadAbortException) 1235 catch (ThreadAbortException)
1210 { 1236 {
@@ -1310,12 +1336,12 @@ namespace OpenSim.Region.Framework.Scenes
1310 terrainMS = Util.EnvironmentTickCountSubtract(terMS); 1336 terrainMS = Util.EnvironmentTickCountSubtract(terMS);
1311 } 1337 }
1312 1338
1313 //if (Frame % m_update_land == 0) 1339 // if (Frame % m_update_land == 0)
1314 //{ 1340 // {
1315 // int ldMS = Util.EnvironmentTickCount(); 1341 // int ldMS = Util.EnvironmentTickCount();
1316 // UpdateLand(); 1342 // UpdateLand();
1317 // landMS = Util.EnvironmentTickCountSubtract(ldMS); 1343 // landMS = Util.EnvironmentTickCountSubtract(ldMS);
1318 //} 1344 // }
1319 1345
1320 frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS); 1346 frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS);
1321 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; 1347 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
@@ -1381,12 +1407,16 @@ namespace OpenSim.Region.Framework.Scenes
1381 maintc = Util.EnvironmentTickCountSubtract(maintc); 1407 maintc = Util.EnvironmentTickCountSubtract(maintc);
1382 maintc = (int)(m_timespan * 1000) - maintc; 1408 maintc = (int)(m_timespan * 1000) - maintc;
1383 1409
1410
1411 m_lastUpdate = Util.EnvironmentTickCount();
1412 m_firstHeartbeat = false;
1413
1384 if (maintc > 0) 1414 if (maintc > 0)
1385 Thread.Sleep(maintc); 1415 Thread.Sleep(maintc);
1386 1416
1387 // Tell the watchdog that this thread is still alive 1417 // Tell the watchdog that this thread is still alive
1388 Watchdog.UpdateThread(); 1418 Watchdog.UpdateThread();
1389 } 1419 }
1390 1420
1391 public void AddGroupTarget(SceneObjectGroup grp) 1421 public void AddGroupTarget(SceneObjectGroup grp)
1392 { 1422 {
@@ -1402,9 +1432,9 @@ namespace OpenSim.Region.Framework.Scenes
1402 1432
1403 private void CheckAtTargets() 1433 private void CheckAtTargets()
1404 { 1434 {
1405 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1435 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1406 lock (m_groupsWithTargets) 1436 lock (m_groupsWithTargets)
1407 objs = m_groupsWithTargets.Values; 1437 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1408 1438
1409 foreach (SceneObjectGroup entry in objs) 1439 foreach (SceneObjectGroup entry in objs)
1410 entry.checkAtTargets(); 1440 entry.checkAtTargets();
@@ -1727,14 +1757,24 @@ namespace OpenSim.Region.Framework.Scenes
1727 /// <returns></returns> 1757 /// <returns></returns>
1728 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1758 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1729 { 1759 {
1760
1761 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1762 Vector3 wpos = Vector3.Zero;
1763 // Check for water surface intersection from above
1764 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1765 {
1766 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1767 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1768 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1769 wpos.Z = wheight;
1770 }
1771
1730 Vector3 pos = Vector3.Zero; 1772 Vector3 pos = Vector3.Zero;
1731 if (RayEndIsIntersection == (byte)1) 1773 if (RayEndIsIntersection == (byte)1)
1732 { 1774 {
1733 pos = RayEnd; 1775 pos = RayEnd;
1734 return pos;
1735 } 1776 }
1736 1777 else if (RayTargetID != UUID.Zero)
1737 if (RayTargetID != UUID.Zero)
1738 { 1778 {
1739 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1779 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1740 1780
@@ -1756,7 +1796,7 @@ namespace OpenSim.Region.Framework.Scenes
1756 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1796 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1757 1797
1758 // Un-comment out the following line to Get Raytrace results printed to the console. 1798 // Un-comment out the following line to Get Raytrace results printed to the console.
1759 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1799 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1760 float ScaleOffset = 0.5f; 1800 float ScaleOffset = 0.5f;
1761 1801
1762 // If we hit something 1802 // If we hit something
@@ -1779,13 +1819,10 @@ namespace OpenSim.Region.Framework.Scenes
1779 //pos.Z -= 0.25F; 1819 //pos.Z -= 0.25F;
1780 1820
1781 } 1821 }
1782
1783 return pos;
1784 } 1822 }
1785 else 1823 else
1786 { 1824 {
1787 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1825 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1788
1789 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1826 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1790 1827
1791 // Un-comment the following line to print the raytrace results to the console. 1828 // Un-comment the following line to print the raytrace results to the console.
@@ -1794,13 +1831,12 @@ namespace OpenSim.Region.Framework.Scenes
1794 if (ei.HitTF) 1831 if (ei.HitTF)
1795 { 1832 {
1796 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1833 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1797 } else 1834 }
1835 else
1798 { 1836 {
1799 // fall back to our stupid functionality 1837 // fall back to our stupid functionality
1800 pos = RayEnd; 1838 pos = RayEnd;
1801 } 1839 }
1802
1803 return pos;
1804 } 1840 }
1805 } 1841 }
1806 else 1842 else
@@ -1811,8 +1847,12 @@ namespace OpenSim.Region.Framework.Scenes
1811 //increase height so its above the ground. 1847 //increase height so its above the ground.
1812 //should be getting the normal of the ground at the rez point and using that? 1848 //should be getting the normal of the ground at the rez point and using that?
1813 pos.Z += scale.Z / 2f; 1849 pos.Z += scale.Z / 2f;
1814 return pos; 1850// return pos;
1815 } 1851 }
1852
1853 // check against posible water intercept
1854 if (wpos.Z > pos.Z) pos = wpos;
1855 return pos;
1816 } 1856 }
1817 1857
1818 1858
@@ -1892,7 +1932,10 @@ namespace OpenSim.Region.Framework.Scenes
1892 public bool AddRestoredSceneObject( 1932 public bool AddRestoredSceneObject(
1893 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 1933 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
1894 { 1934 {
1895 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 1935 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
1936 if (result)
1937 sceneObject.IsDeleted = false;
1938 return result;
1896 } 1939 }
1897 1940
1898 /// <summary> 1941 /// <summary>
@@ -1981,6 +2024,15 @@ namespace OpenSim.Region.Framework.Scenes
1981 /// </summary> 2024 /// </summary>
1982 public void DeleteAllSceneObjects() 2025 public void DeleteAllSceneObjects()
1983 { 2026 {
2027 DeleteAllSceneObjects(false);
2028 }
2029
2030 /// <summary>
2031 /// Delete every object from the scene. This does not include attachments worn by avatars.
2032 /// </summary>
2033 public void DeleteAllSceneObjects(bool exceptNoCopy)
2034 {
2035 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
1984 lock (Entities) 2036 lock (Entities)
1985 { 2037 {
1986 EntityBase[] entities = Entities.GetEntities(); 2038 EntityBase[] entities = Entities.GetEntities();
@@ -1989,11 +2041,24 @@ namespace OpenSim.Region.Framework.Scenes
1989 if (e is SceneObjectGroup) 2041 if (e is SceneObjectGroup)
1990 { 2042 {
1991 SceneObjectGroup sog = (SceneObjectGroup)e; 2043 SceneObjectGroup sog = (SceneObjectGroup)e;
1992 if (!sog.IsAttachment) 2044 if (sog != null && !sog.IsAttachment)
1993 DeleteSceneObject((SceneObjectGroup)e, false); 2045 {
2046 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2047 {
2048 DeleteSceneObject((SceneObjectGroup)e, false);
2049 }
2050 else
2051 {
2052 toReturn.Add((SceneObjectGroup)e);
2053 }
2054 }
1994 } 2055 }
1995 } 2056 }
1996 } 2057 }
2058 if (toReturn.Count > 0)
2059 {
2060 returnObjects(toReturn.ToArray(), UUID.Zero);
2061 }
1997 } 2062 }
1998 2063
1999 /// <summary> 2064 /// <summary>
@@ -2042,6 +2107,8 @@ namespace OpenSim.Region.Framework.Scenes
2042 } 2107 }
2043 2108
2044 group.DeleteGroupFromScene(silent); 2109 group.DeleteGroupFromScene(silent);
2110 if (!silent)
2111 SendKillObject(new List<uint>() { group.LocalId });
2045 2112
2046// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2113// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2047 } 2114 }
@@ -2394,10 +2461,17 @@ namespace OpenSim.Region.Framework.Scenes
2394 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2461 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2395 public bool AddSceneObject(SceneObjectGroup sceneObject) 2462 public bool AddSceneObject(SceneObjectGroup sceneObject)
2396 { 2463 {
2464 if (sceneObject.OwnerID == UUID.Zero)
2465 {
2466 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2467 return false;
2468 }
2469
2397 // If the user is banned, we won't let any of their objects 2470 // If the user is banned, we won't let any of their objects
2398 // enter. Period. 2471 // enter. Period.
2399 // 2472 //
2400 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID)) 2473 int flags = GetUserFlags(sceneObject.OwnerID);
2474 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2401 { 2475 {
2402 m_log.Info("[INTERREGION]: Denied prim crossing for " + 2476 m_log.Info("[INTERREGION]: Denied prim crossing for " +
2403 "banned avatar"); 2477 "banned avatar");
@@ -2441,15 +2515,28 @@ namespace OpenSim.Region.Framework.Scenes
2441 2515
2442 if (AttachmentsModule != null) 2516 if (AttachmentsModule != null)
2443 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false); 2517 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false);
2518
2519 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was found, attaching", sceneObject.UUID);
2444 } 2520 }
2445 else 2521 else
2446 { 2522 {
2523 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2447 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2524 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2448 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2525 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2449 } 2526 }
2527 if (sceneObject.OwnerID == UUID.Zero)
2528 {
2529 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2530 return false;
2531 }
2450 } 2532 }
2451 else 2533 else
2452 { 2534 {
2535 if (sceneObject.OwnerID == UUID.Zero)
2536 {
2537 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2538 return false;
2539 }
2453 AddRestoredSceneObject(sceneObject, true, false); 2540 AddRestoredSceneObject(sceneObject, true, false);
2454 2541
2455 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2542 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2479,6 +2566,24 @@ namespace OpenSim.Region.Framework.Scenes
2479 return 2; // StateSource.PrimCrossing 2566 return 2; // StateSource.PrimCrossing
2480 } 2567 }
2481 2568
2569 public int GetUserFlags(UUID user)
2570 {
2571 //Unfortunately the SP approach means that the value is cached until region is restarted
2572 /*
2573 ScenePresence sp;
2574 if (TryGetScenePresence(user, out sp))
2575 {
2576 return sp.UserFlags;
2577 }
2578 else
2579 {
2580 */
2581 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2582 if (uac == null)
2583 return 0;
2584 return uac.UserFlags;
2585 //}
2586 }
2482 #endregion 2587 #endregion
2483 2588
2484 #region Add/Remove Avatar Methods 2589 #region Add/Remove Avatar Methods
@@ -2499,6 +2604,7 @@ namespace OpenSim.Region.Framework.Scenes
2499 (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2604 (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2500 2605
2501 CheckHeartbeat(); 2606 CheckHeartbeat();
2607 ScenePresence presence;
2502 2608
2503 if (GetScenePresence(client.AgentId) == null) // ensure there is no SP here 2609 if (GetScenePresence(client.AgentId) == null) // ensure there is no SP here
2504 { 2610 {
@@ -2522,12 +2628,19 @@ namespace OpenSim.Region.Framework.Scenes
2522 } 2628 }
2523 } 2629 }
2524 2630
2525 if (GetScenePresence(client.AgentId) != null) 2631 if (TryGetScenePresence(client.AgentId, out presence))
2526 { 2632 {
2527 m_LastLogin = Util.EnvironmentTickCount(); 2633 m_LastLogin = Util.EnvironmentTickCount();
2528 EventManager.TriggerOnNewClient(client); 2634 EventManager.TriggerOnNewClient(client);
2529 if (vialogin) 2635 if (vialogin)
2636 {
2530 EventManager.TriggerOnClientLogin(client); 2637 EventManager.TriggerOnClientLogin(client);
2638
2639 // Send initial parcel data
2640 Vector3 pos = presence.AbsolutePosition;
2641 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2642 land.SendLandUpdateToClient(presence.ControllingClient);
2643 }
2531 } 2644 }
2532 } 2645 }
2533 2646
@@ -2578,19 +2691,12 @@ namespace OpenSim.Region.Framework.Scenes
2578 // and the scene presence and the client, if they exist 2691 // and the scene presence and the client, if they exist
2579 try 2692 try
2580 { 2693 {
2581 // We need to wait for the client to make UDP contact first. 2694 ScenePresence sp = GetScenePresence(agentID);
2582 // It's the UDP contact that creates the scene presence 2695 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2583 ScenePresence sp = WaitGetScenePresence(agentID); 2696
2584 if (sp != null) 2697 if (sp != null)
2585 {
2586 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2587
2588 sp.ControllingClient.Close(); 2698 sp.ControllingClient.Close();
2589 } 2699
2590 else
2591 {
2592 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2593 }
2594 // BANG! SLASH! 2700 // BANG! SLASH!
2595 m_authenticateHandler.RemoveCircuit(agentID); 2701 m_authenticateHandler.RemoveCircuit(agentID);
2596 2702
@@ -2690,6 +2796,7 @@ namespace OpenSim.Region.Framework.Scenes
2690 client.OnFetchInventory += HandleFetchInventory; 2796 client.OnFetchInventory += HandleFetchInventory;
2691 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2797 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2692 client.OnCopyInventoryItem += CopyInventoryItem; 2798 client.OnCopyInventoryItem += CopyInventoryItem;
2799 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2693 client.OnMoveInventoryItem += MoveInventoryItem; 2800 client.OnMoveInventoryItem += MoveInventoryItem;
2694 client.OnRemoveInventoryItem += RemoveInventoryItem; 2801 client.OnRemoveInventoryItem += RemoveInventoryItem;
2695 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2802 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2868,15 +2975,16 @@ namespace OpenSim.Region.Framework.Scenes
2868 /// </summary> 2975 /// </summary>
2869 /// <param name="agentId">The avatar's Unique ID</param> 2976 /// <param name="agentId">The avatar's Unique ID</param>
2870 /// <param name="client">The IClientAPI for the client</param> 2977 /// <param name="client">The IClientAPI for the client</param>
2871 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 2978 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
2872 { 2979 {
2873 if (m_teleportModule != null) 2980 if (m_teleportModule != null)
2874 m_teleportModule.TeleportHome(agentId, client); 2981 return m_teleportModule.TeleportHome(agentId, client);
2875 else 2982 else
2876 { 2983 {
2877 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 2984 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
2878 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 2985 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
2879 } 2986 }
2987 return false;
2880 } 2988 }
2881 2989
2882 /// <summary> 2990 /// <summary>
@@ -2975,6 +3083,16 @@ namespace OpenSim.Region.Framework.Scenes
2975 /// <param name="flags"></param> 3083 /// <param name="flags"></param>
2976 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3084 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
2977 { 3085 {
3086 //Add half the avatar's height so that the user doesn't fall through prims
3087 ScenePresence presence;
3088 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3089 {
3090 if (presence.Appearance != null)
3091 {
3092 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3093 }
3094 }
3095
2978 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3096 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
2979 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3097 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
2980 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3098 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3051,7 +3169,9 @@ namespace OpenSim.Region.Framework.Scenes
3051 regions.Remove(RegionInfo.RegionHandle); 3169 regions.Remove(RegionInfo.RegionHandle);
3052 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3170 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3053 } 3171 }
3172 m_log.Debug("[Scene] Beginning ClientClosed");
3054 m_eventManager.TriggerClientClosed(agentID, this); 3173 m_eventManager.TriggerClientClosed(agentID, this);
3174 m_log.Debug("[Scene] Finished ClientClosed");
3055 } 3175 }
3056 catch (NullReferenceException) 3176 catch (NullReferenceException)
3057 { 3177 {
@@ -3059,7 +3179,12 @@ namespace OpenSim.Region.Framework.Scenes
3059 // Avatar is already disposed :/ 3179 // Avatar is already disposed :/
3060 } 3180 }
3061 3181
3182 m_log.Debug("[Scene] Beginning OnRemovePresence");
3062 m_eventManager.TriggerOnRemovePresence(agentID); 3183 m_eventManager.TriggerOnRemovePresence(agentID);
3184 m_log.Debug("[Scene] Finished OnRemovePresence");
3185
3186 if (avatar != null && (!avatar.IsChildAgent))
3187 avatar.SaveChangedAttachments();
3063 3188
3064 if (avatar != null && (!avatar.IsChildAgent)) 3189 if (avatar != null && (!avatar.IsChildAgent))
3065 avatar.SaveChangedAttachments(); 3190 avatar.SaveChangedAttachments();
@@ -3068,7 +3193,7 @@ namespace OpenSim.Region.Framework.Scenes
3068 delegate(IClientAPI client) 3193 delegate(IClientAPI client)
3069 { 3194 {
3070 //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway 3195 //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway
3071 try { client.SendKillObject(avatar.RegionHandle, avatar.LocalId); } 3196 try { client.SendKillObject(avatar.RegionHandle, new List<uint>() { avatar.LocalId}); }
3072 catch (NullReferenceException) { } 3197 catch (NullReferenceException) { }
3073 }); 3198 });
3074 3199
@@ -3079,8 +3204,11 @@ namespace OpenSim.Region.Framework.Scenes
3079 } 3204 }
3080 3205
3081 // Remove the avatar from the scene 3206 // Remove the avatar from the scene
3207 m_log.Debug("[Scene] Begin RemoveScenePresence");
3082 m_sceneGraph.RemoveScenePresence(agentID); 3208 m_sceneGraph.RemoveScenePresence(agentID);
3209 m_log.Debug("[Scene] Finished RemoveScenePresence. Removing the client manager");
3083 m_clientManager.Remove(agentID); 3210 m_clientManager.Remove(agentID);
3211 m_log.Debug("[Scene] Removed the client manager. Firing avatar.close");
3084 3212
3085 try 3213 try
3086 { 3214 {
@@ -3094,9 +3222,10 @@ namespace OpenSim.Region.Framework.Scenes
3094 { 3222 {
3095 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString()); 3223 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString());
3096 } 3224 }
3097 3225 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3098 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3226 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3099 CleanDroppedAttachments(); 3227 CleanDroppedAttachments();
3228 m_log.Debug("[Scene] The avatar has left the building");
3100 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3229 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3101 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3230 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3102 } 3231 }
@@ -3127,18 +3256,24 @@ namespace OpenSim.Region.Framework.Scenes
3127 3256
3128 #region Entities 3257 #region Entities
3129 3258
3130 public void SendKillObject(uint localID) 3259 public void SendKillObject(List<uint> localIDs)
3131 { 3260 {
3132 SceneObjectPart part = GetSceneObjectPart(localID); 3261 List<uint> deleteIDs = new List<uint>();
3133 if (part != null) // It is a prim 3262
3263 foreach (uint localID in localIDs)
3134 { 3264 {
3135 if (part.ParentGroup != null && !part.ParentGroup.IsDeleted) // Valid 3265 SceneObjectPart part = GetSceneObjectPart(localID);
3266 if (part != null) // It is a prim
3136 { 3267 {
3137 if (part.ParentGroup.RootPart != part) // Child part 3268 if (part.ParentGroup != null && !part.ParentGroup.IsDeleted) // Valid
3138 return; 3269 {
3270 if (part.ParentGroup.RootPart != part) // Child part
3271 continue;
3272 }
3139 } 3273 }
3274 deleteIDs.Add(localID);
3140 } 3275 }
3141 ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); }); 3276 ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, deleteIDs); });
3142 } 3277 }
3143 3278
3144 #endregion 3279 #endregion
@@ -3156,7 +3291,6 @@ namespace OpenSim.Region.Framework.Scenes
3156 //m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate; 3291 //m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate;
3157 //m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar; 3292 //m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar;
3158 m_sceneGridService.OnLogOffUser += HandleLogOffUserFromGrid; 3293 m_sceneGridService.OnLogOffUser += HandleLogOffUserFromGrid;
3159 m_sceneGridService.KiPrimitive += SendKillObject;
3160 m_sceneGridService.OnGetLandData += GetLandData; 3294 m_sceneGridService.OnGetLandData += GetLandData;
3161 } 3295 }
3162 3296
@@ -3165,7 +3299,6 @@ namespace OpenSim.Region.Framework.Scenes
3165 /// </summary> 3299 /// </summary>
3166 public void UnRegisterRegionWithComms() 3300 public void UnRegisterRegionWithComms()
3167 { 3301 {
3168 m_sceneGridService.KiPrimitive -= SendKillObject;
3169 m_sceneGridService.OnLogOffUser -= HandleLogOffUserFromGrid; 3302 m_sceneGridService.OnLogOffUser -= HandleLogOffUserFromGrid;
3170 //m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar; 3303 //m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar;
3171 //m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate; 3304 //m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate;
@@ -3245,13 +3378,16 @@ namespace OpenSim.Region.Framework.Scenes
3245 sp = null; 3378 sp = null;
3246 } 3379 }
3247 3380
3248 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3249 3381
3250 //On login test land permisions 3382 //On login test land permisions
3251 if (vialogin) 3383 if (vialogin)
3252 { 3384 {
3253 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3385 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3386 if (cache != null)
3387 cache.Remove(agent.firstname + " " + agent.lastname);
3388 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3254 { 3389 {
3390 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3255 return false; 3391 return false;
3256 } 3392 }
3257 } 3393 }
@@ -3274,8 +3410,13 @@ namespace OpenSim.Region.Framework.Scenes
3274 3410
3275 try 3411 try
3276 { 3412 {
3277 if (!AuthorizeUser(agent, out reason)) 3413 // Always check estate if this is a login. Always
3278 return false; 3414 // check if banned regions are to be blacked out.
3415 if (vialogin || (!m_seeIntoBannedRegion))
3416 {
3417 if (!AuthorizeUser(agent.AgentID, out reason))
3418 return false;
3419 }
3279 } 3420 }
3280 catch (Exception e) 3421 catch (Exception e)
3281 { 3422 {
@@ -3378,6 +3519,8 @@ namespace OpenSim.Region.Framework.Scenes
3378 } 3519 }
3379 } 3520 }
3380 // Honor parcel landing type and position. 3521 // Honor parcel landing type and position.
3522 /*
3523 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3381 if (land != null) 3524 if (land != null)
3382 { 3525 {
3383 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3526 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3385,26 +3528,34 @@ namespace OpenSim.Region.Framework.Scenes
3385 agent.startpos = land.LandData.UserLocation; 3528 agent.startpos = land.LandData.UserLocation;
3386 } 3529 }
3387 } 3530 }
3531 */// This is now handled properly in ScenePresence.MakeRootAgent
3388 } 3532 }
3389 3533
3390 return true; 3534 return true;
3391 } 3535 }
3392 3536
3393 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3537 private bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3394 { 3538 {
3395 3539 reason = String.Empty;
3396 bool banned = land.IsBannedFromLand(agent.AgentID); 3540 if (Permissions.IsGod(agentID))
3397 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3541 return true;
3542
3543 ILandObject land = LandChannel.GetLandObject(posX, posY);
3544 if (land == null)
3545 return false;
3546
3547 bool banned = land.IsBannedFromLand(agentID);
3548 bool restricted = land.IsRestrictedFromLand(agentID);
3398 3549
3399 if (banned || restricted) 3550 if (banned || restricted)
3400 { 3551 {
3401 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 3552 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3402 if (nearestParcel != null) 3553 if (nearestParcel != null)
3403 { 3554 {
3404 //Move agent to nearest allowed 3555 //Move agent to nearest allowed
3405 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 3556 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3406 agent.startpos.X = newPosition.X; 3557 posX = newPosition.X;
3407 agent.startpos.Y = newPosition.Y; 3558 posY = newPosition.Y;
3408 } 3559 }
3409 else 3560 else
3410 { 3561 {
@@ -3460,19 +3611,19 @@ namespace OpenSim.Region.Framework.Scenes
3460 /// <param name="reason">outputs the reason to this string</param> 3611 /// <param name="reason">outputs the reason to this string</param>
3461 /// <returns>True if the region accepts this agent. False if it does not. False will 3612 /// <returns>True if the region accepts this agent. False if it does not. False will
3462 /// also return a reason.</returns> 3613 /// also return a reason.</returns>
3463 protected virtual bool AuthorizeUser(AgentCircuitData agent, out string reason) 3614 protected virtual bool AuthorizeUser(UUID agentID, out string reason)
3464 { 3615 {
3465 reason = String.Empty; 3616 reason = String.Empty;
3466 3617
3467 if (!m_strictAccessControl) return true; 3618 if (!m_strictAccessControl) return true;
3468 if (Permissions.IsGod(agent.AgentID)) return true; 3619 if (Permissions.IsGod(agentID)) return true;
3469 3620
3470 if (AuthorizationService != null) 3621 if (AuthorizationService != null)
3471 { 3622 {
3472 if (!AuthorizationService.IsAuthorizedForRegion(agent.AgentID.ToString(), RegionInfo.RegionID.ToString(),out reason)) 3623 if (!AuthorizationService.IsAuthorizedForRegion(agentID.ToString(), RegionInfo.RegionID.ToString(),out reason))
3473 { 3624 {
3474 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region", 3625 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} at {1} because the user does not have access to the region",
3475 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3626 agentID, RegionInfo.RegionName);
3476 //reason = String.Format("You are not currently on the access list for {0}",RegionInfo.RegionName); 3627 //reason = String.Format("You are not currently on the access list for {0}",RegionInfo.RegionName);
3477 return false; 3628 return false;
3478 } 3629 }
@@ -3480,10 +3631,26 @@ namespace OpenSim.Region.Framework.Scenes
3480 3631
3481 if (m_regInfo.EstateSettings != null) 3632 if (m_regInfo.EstateSettings != null)
3482 { 3633 {
3483 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) 3634 int flags = GetUserFlags(agentID);
3635 if (m_regInfo.EstateSettings.IsBanned(agentID, flags))
3484 { 3636 {
3485 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3637 //Add some more info to help users
3486 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3638 if (!m_regInfo.EstateSettings.IsBanned(agentID, 32))
3639 {
3640 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} at {1} because the region requires age verification",
3641 agentID, RegionInfo.RegionName);
3642 reason = String.Format("Denied access to region {0}: Region requires age verification", RegionInfo.RegionName);
3643 return false;
3644 }
3645 if (!m_regInfo.EstateSettings.IsBanned(agentID, 4))
3646 {
3647 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} {1} because the region requires payment info on file",
3648 agentID, RegionInfo.RegionName);
3649 reason = String.Format("Denied access to region {0}: Region requires payment info on file", RegionInfo.RegionName);
3650 return false;
3651 }
3652 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} at {3} because the user is on the banlist",
3653 agentID, RegionInfo.RegionName);
3487 reason = String.Format("Denied access to region {0}: You have been banned from that region.", 3654 reason = String.Format("Denied access to region {0}: You have been banned from that region.",
3488 RegionInfo.RegionName); 3655 RegionInfo.RegionName);
3489 return false; 3656 return false;
@@ -3500,7 +3667,7 @@ namespace OpenSim.Region.Framework.Scenes
3500 if (groupsModule != null) 3667 if (groupsModule != null)
3501 { 3668 {
3502 GroupMembershipData[] GroupMembership = 3669 GroupMembershipData[] GroupMembership =
3503 groupsModule.GetMembershipData(agent.AgentID); 3670 groupsModule.GetMembershipData(agentID);
3504 3671
3505 if (GroupMembership != null) 3672 if (GroupMembership != null)
3506 { 3673 {
@@ -3529,44 +3696,16 @@ namespace OpenSim.Region.Framework.Scenes
3529 m_log.ErrorFormat("[CONNECTION BEGIN]: EstateGroups is null!"); 3696 m_log.ErrorFormat("[CONNECTION BEGIN]: EstateGroups is null!");
3530 3697
3531 if (!m_regInfo.EstateSettings.PublicAccess && 3698 if (!m_regInfo.EstateSettings.PublicAccess &&
3532 !m_regInfo.EstateSettings.HasAccess(agent.AgentID) && 3699 !m_regInfo.EstateSettings.HasAccess(agentID) &&
3533 !groupAccess) 3700 !groupAccess)
3534 { 3701 {
3535 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the estate", 3702 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} at {1} because the user does not have access to the estate",
3536 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3703 agentID, RegionInfo.RegionName);
3537 reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.", 3704 reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.",
3538 RegionInfo.RegionName); 3705 RegionInfo.RegionName);
3539 return false; 3706 return false;
3540 } 3707 }
3541 3708
3542 // TODO: estate/region settings are not properly hooked up
3543 // to ILandObject.isRestrictedFromLand()
3544 // if (null != LandChannel)
3545 // {
3546 // // region seems to have local Id of 1
3547 // ILandObject land = LandChannel.GetLandObject(1);
3548 // if (null != land)
3549 // {
3550 // if (land.isBannedFromLand(agent.AgentID))
3551 // {
3552 // m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user has been banned from land",
3553 // agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
3554 // reason = String.Format("Denied access to private region {0}: You are banned from that region.",
3555 // RegionInfo.RegionName);
3556 // return false;
3557 // }
3558
3559 // if (land.isRestrictedFromLand(agent.AgentID))
3560 // {
3561 // m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region",
3562 // agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
3563 // reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.",
3564 // RegionInfo.RegionName);
3565 // return false;
3566 // }
3567 // }
3568 // }
3569
3570 return true; 3709 return true;
3571 } 3710 }
3572 3711
@@ -3670,6 +3809,13 @@ namespace OpenSim.Region.Framework.Scenes
3670 3809
3671 // We have to wait until the viewer contacts this region after receiving EAC. 3810 // We have to wait until the viewer contacts this region after receiving EAC.
3672 // That calls AddNewClient, which finally creates the ScenePresence 3811 // That calls AddNewClient, which finally creates the ScenePresence
3812 int flags = GetUserFlags(cAgentData.AgentID);
3813 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
3814 {
3815 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
3816 return false;
3817 }
3818
3673 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 3819 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3674 if (nearestParcel == null) 3820 if (nearestParcel == null)
3675 { 3821 {
@@ -3685,7 +3831,6 @@ namespace OpenSim.Region.Framework.Scenes
3685 return false; 3831 return false;
3686 } 3832 }
3687 3833
3688
3689 ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID); 3834 ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID);
3690 3835
3691 if (childAgentUpdate != null) 3836 if (childAgentUpdate != null)
@@ -3752,12 +3897,22 @@ namespace OpenSim.Region.Framework.Scenes
3752 return false; 3897 return false;
3753 } 3898 }
3754 3899
3900 public bool IncomingCloseAgent(UUID agentID)
3901 {
3902 return IncomingCloseAgent(agentID, false);
3903 }
3904
3905 public bool IncomingCloseChildAgent(UUID agentID)
3906 {
3907 return IncomingCloseAgent(agentID, true);
3908 }
3909
3755 /// <summary> 3910 /// <summary>
3756 /// Tell a single agent to disconnect from the region. 3911 /// Tell a single agent to disconnect from the region.
3757 /// </summary> 3912 /// </summary>
3758 /// <param name="regionHandle"></param>
3759 /// <param name="agentID"></param> 3913 /// <param name="agentID"></param>
3760 public bool IncomingCloseAgent(UUID agentID) 3914 /// <param name="childOnly"></param>
3915 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3761 { 3916 {
3762 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 3917 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3763 3918
@@ -3769,7 +3924,7 @@ namespace OpenSim.Region.Framework.Scenes
3769 { 3924 {
3770 m_sceneGraph.removeUserCount(false); 3925 m_sceneGraph.removeUserCount(false);
3771 } 3926 }
3772 else 3927 else if (!childOnly)
3773 { 3928 {
3774 m_sceneGraph.removeUserCount(true); 3929 m_sceneGraph.removeUserCount(true);
3775 } 3930 }
@@ -3785,9 +3940,12 @@ namespace OpenSim.Region.Framework.Scenes
3785 } 3940 }
3786 else 3941 else
3787 presence.ControllingClient.SendShutdownConnectionNotice(); 3942 presence.ControllingClient.SendShutdownConnectionNotice();
3943 presence.ControllingClient.Close(false);
3944 }
3945 else if (!childOnly)
3946 {
3947 presence.ControllingClient.Close(true);
3788 } 3948 }
3789
3790 presence.ControllingClient.Close();
3791 return true; 3949 return true;
3792 } 3950 }
3793 3951
@@ -4397,34 +4555,66 @@ namespace OpenSim.Region.Framework.Scenes
4397 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID); 4555 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
4398 } 4556 }
4399 4557
4400 public int GetHealth() 4558 public int GetHealth(out int flags, out string message)
4401 { 4559 {
4402 // Returns: 4560 // Returns:
4403 // 1 = sim is up and accepting http requests. The heartbeat has 4561 // 1 = sim is up and accepting http requests. The heartbeat has
4404 // stopped and the sim is probably locked up, but a remote 4562 // stopped and the sim is probably locked up, but a remote
4405 // admin restart may succeed 4563 // admin restart may succeed
4406 // 4564 //
4407 // 2 = Sim is up and the heartbeat is running. The sim is likely 4565 // 2 = Sim is up and the heartbeat is running. The sim is likely
4408 // usable for people within and logins _may_ work 4566 // usable for people within
4567 //
4568 // 3 = Sim is up and one packet thread is running. Sim is
4569 // unstable and will not accept new logins
4409 // 4570 //
4410 // 3 = We have seen a new user enter within the past 4 minutes 4571 // 4 = Sim is up and both packet threads are running. Sim is
4572 // likely usable
4573 //
4574 // 5 = We have seen a new user enter within the past 4 minutes
4411 // which can be seen as positive confirmation of sim health 4575 // which can be seen as positive confirmation of sim health
4412 // 4576 //
4577
4578 flags = 0;
4579 message = String.Empty;
4580
4581 CheckHeartbeat();
4582
4583 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4584 {
4585 // We're still starting
4586 // 0 means "in startup", it can't happen another way, since
4587 // to get here, we must be able to accept http connections
4588 return 0;
4589 }
4590
4413 int health=1; // Start at 1, means we're up 4591 int health=1; // Start at 1, means we're up
4414 4592
4415 if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) 4593 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) < 1000)
4594 {
4416 health+=1; 4595 health+=1;
4417 else 4596 flags |= 1;
4597 }
4598
4599 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4600 {
4601 health+=1;
4602 flags |= 2;
4603 }
4604
4605 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4606 {
4607 health+=1;
4608 flags |= 4;
4609 }
4610
4611 if (flags != 7)
4418 return health; 4612 return health;
4419 4613
4420 // A login in the last 4 mins? We can't be doing too badly 4614 // A login in the last 4 mins? We can't be doing too badly
4421 // 4615 //
4422 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4616 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4423 health++; 4617 health++;
4424 else
4425 return health;
4426
4427 CheckHeartbeat();
4428 4618
4429 return health; 4619 return health;
4430 } 4620 }
@@ -4617,7 +4807,7 @@ namespace OpenSim.Region.Framework.Scenes
4617 if (m_firstHeartbeat) 4807 if (m_firstHeartbeat)
4618 return; 4808 return;
4619 4809
4620 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 2000) 4810 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 10000)
4621 StartTimer(); 4811 StartTimer();
4622 } 4812 }
4623 4813
@@ -4972,10 +5162,28 @@ namespace OpenSim.Region.Framework.Scenes
4972 }); 5162 });
4973 } 5163 }
4974 5164
4975 foreach (SceneObjectGroup grp in objectsToDelete) 5165 if (objectsToDelete.Count > 0)
4976 { 5166 {
4977 m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID); 5167 m_log.DebugFormat("[SCENE]: Starting delete of {0} dropped attachments", objectsToDelete.Count);
4978 DeleteSceneObject(grp, true); 5168 foreach (SceneObjectGroup grp in objectsToDelete)
5169 {
5170 m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5171 DeleteSceneObject(grp, true);
5172 }
5173 m_log.Debug("[SCENE]: Finished dropped attachment deletion");
5174 }
5175 }
5176
5177 public void ThreadAlive(int threadCode)
5178 {
5179 switch(threadCode)
5180 {
5181 case 1: // Incoming
5182 m_lastIncoming = Util.EnvironmentTickCount();
5183 break;
5184 case 2: // Incoming
5185 m_lastOutgoing = Util.EnvironmentTickCount();
5186 break;
4979 } 5187 }
4980 } 5188 }
4981 5189
@@ -4987,6 +5195,14 @@ namespace OpenSim.Region.Framework.Scenes
4987 // child agent creation, thereby emulating the SL behavior. 5195 // child agent creation, thereby emulating the SL behavior.
4988 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5196 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
4989 { 5197 {
5198 reason = "You are banned from the region";
5199
5200 if (Permissions.IsGod(agentID))
5201 {
5202 reason = String.Empty;
5203 return true;
5204 }
5205
4990 int num = m_sceneGraph.GetNumberOfScenePresences(); 5206 int num = m_sceneGraph.GetNumberOfScenePresences();
4991 5207
4992 if (num >= RegionInfo.RegionSettings.AgentLimit) 5208 if (num >= RegionInfo.RegionSettings.AgentLimit)
@@ -4998,6 +5214,36 @@ namespace OpenSim.Region.Framework.Scenes
4998 } 5214 }
4999 } 5215 }
5000 5216
5217 if (!AuthorizeUser(agentID, out reason))
5218 {
5219 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5220 return false;
5221 }
5222
5223 if (position == Vector3.Zero) // Teleport
5224 {
5225 float posX = 128.0f;
5226 float posY = 128.0f;
5227
5228 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5229 {
5230 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5231 return false;
5232 }
5233 }
5234 else // Walking
5235 {
5236 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5237 if (land == null)
5238 return false;
5239
5240 bool banned = land.IsBannedFromLand(agentID);
5241 bool restricted = land.IsRestrictedFromLand(agentID);
5242
5243 if (banned || restricted)
5244 return false;
5245 }
5246
5001 reason = String.Empty; 5247 reason = String.Empty;
5002 return true; 5248 return true;
5003 } 5249 }
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index c4547f2..f343bc8 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -136,6 +136,8 @@ namespace OpenSim.Region.Framework.Scenes
136 get { return m_permissions; } 136 get { return m_permissions; }
137 } 137 }
138 138
139 protected string m_datastore;
140
139 /* Used by the loadbalancer plugin on GForge */ 141 /* Used by the loadbalancer plugin on GForge */
140 protected RegionStatus m_regStatus; 142 protected RegionStatus m_regStatus;
141 public RegionStatus RegionStatus 143 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 837e655..19cb0c1 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -44,8 +44,6 @@ using GridRegion = OpenSim.Services.Interfaces.GridRegion;
44 44
45namespace OpenSim.Region.Framework.Scenes 45namespace OpenSim.Region.Framework.Scenes
46{ 46{
47 public delegate void KiPrimitiveDelegate(uint localID);
48
49 public delegate void RemoveKnownRegionsFromAvatarList(UUID avatarID, List<ulong> regionlst); 47 public delegate void RemoveKnownRegionsFromAvatarList(UUID avatarID, List<ulong> regionlst);
50 48
51 /// <summary> 49 /// <summary>
@@ -113,8 +111,6 @@ namespace OpenSim.Region.Framework.Scenes
113// private LogOffUser handlerLogOffUser = null; 111// private LogOffUser handlerLogOffUser = null;
114// private GetLandData handlerGetLandData = null; // OnGetLandData 112// private GetLandData handlerGetLandData = null; // OnGetLandData
115 113
116 public KiPrimitiveDelegate KiPrimitive;
117
118 public SceneCommunicationService() 114 public SceneCommunicationService()
119 { 115 {
120 } 116 }
@@ -168,7 +164,7 @@ namespace OpenSim.Region.Framework.Scenes
168 164
169 if (neighbour != null) 165 if (neighbour != null)
170 { 166 {
171 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 167 // 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); 168 m_scene.EventManager.TriggerOnRegionUp(neighbour);
173 } 169 }
174 else 170 else
@@ -183,7 +179,7 @@ namespace OpenSim.Region.Framework.Scenes
183 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 179 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
184 180
185 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 181 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); 182 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
187 foreach (GridRegion n in neighbours) 183 foreach (GridRegion n in neighbours)
188 { 184 {
189 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 185 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -259,46 +255,42 @@ namespace OpenSim.Region.Framework.Scenes
259 255
260 } 256 }
261 257
262 //public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle); 258 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
263 //private void SendCloseChildAgentCompleted(IAsyncResult iar)
264 //{
265 // SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
266 // icon.EndInvoke(iar);
267 //}
268 259
269 /// <summary> 260 /// <summary>
270 /// Closes a child agent on a given region 261 /// This Closes child agents on neighboring regions
262 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
271 /// </summary> 263 /// </summary>
272 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 264 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
273 { 265 {
274 266
275 m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle); 267 //m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle);
276 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 268 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
277 269
278 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID); 270 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
279 uint x = 0, y = 0; 271 uint x = 0, y = 0;
280 Utils.LongToUInts(regionHandle, out x, out y); 272 Utils.LongToUInts(regionHandle, out x, out y);
281 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 273 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
282 m_scene.SimulationService.CloseAgent(destination, agentID); 274 m_scene.SimulationService.CloseChildAgent(destination, agentID);
275 }
276
277 private void SendCloseChildAgentCompleted(IAsyncResult iar)
278 {
279 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
280 icon.EndInvoke(iar);
283 } 281 }
284 282
285 /// <summary>
286 /// Closes a child agents in a collection of regions. Does so asynchronously
287 /// so that the caller doesn't wait.
288 /// </summary>
289 /// <param name="agentID"></param>
290 /// <param name="regionslst"></param>
291 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 283 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
292 { 284 {
293 Util.FireAndForget(delegate 285 foreach (ulong handle in regionslst)
294 { 286 {
295 foreach (ulong handle in regionslst) 287 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
296 { 288 d.BeginInvoke(agentID, handle,
297 SendCloseChildAgent(agentID, handle); 289 SendCloseChildAgentCompleted,
298 } 290 d);
299 }); 291 }
300 } 292 }
301 293
302 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 294 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
303 { 295 {
304 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 296 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 fc31b65..3d6057b 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
@@ -135,13 +144,18 @@ namespace OpenSim.Region.Framework.Scenes
135 144
136 protected internal void Close() 145 protected internal void Close()
137 { 146 {
138 lock (m_presenceLock) 147 m_scenePresencesLock.EnterWriteLock();
148 try
139 { 149 {
140 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 150 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
141 List<ScenePresence> newlist = new List<ScenePresence>(); 151 List<ScenePresence> newlist = new List<ScenePresence>();
142 m_scenePresenceMap = newmap; 152 m_scenePresenceMap = newmap;
143 m_scenePresenceArray = newlist; 153 m_scenePresenceArray = newlist;
144 } 154 }
155 finally
156 {
157 m_scenePresencesLock.ExitWriteLock();
158 }
145 159
146 lock (SceneObjectGroupsByFullID) 160 lock (SceneObjectGroupsByFullID)
147 SceneObjectGroupsByFullID.Clear(); 161 SceneObjectGroupsByFullID.Clear();
@@ -273,6 +287,33 @@ namespace OpenSim.Region.Framework.Scenes
273 protected internal bool AddRestoredSceneObject( 287 protected internal bool AddRestoredSceneObject(
274 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 288 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
275 { 289 {
290 if (!m_parentScene.CombineRegions)
291 {
292 // KF: Check for out-of-region, move inside and make static.
293 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
294 sceneObject.RootPart.GroupPosition.Y,
295 sceneObject.RootPart.GroupPosition.Z);
296 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 ||
297 npos.X > Constants.RegionSize ||
298 npos.Y > Constants.RegionSize))
299 {
300 if (npos.X < 0.0) npos.X = 1.0f;
301 if (npos.Y < 0.0) npos.Y = 1.0f;
302 if (npos.Z < 0.0) npos.Z = 0.0f;
303 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
304 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
305
306 foreach (SceneObjectPart part in sceneObject.Parts)
307 {
308 part.GroupPosition = npos;
309 }
310 sceneObject.RootPart.Velocity = Vector3.Zero;
311 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
312 sceneObject.RootPart.Acceleration = Vector3.Zero;
313 sceneObject.RootPart.Velocity = Vector3.Zero;
314 }
315 }
316
276 if (attachToBackup && (!alreadyPersisted)) 317 if (attachToBackup && (!alreadyPersisted))
277 { 318 {
278 sceneObject.ForceInventoryPersistence(); 319 sceneObject.ForceInventoryPersistence();
@@ -482,6 +523,30 @@ namespace OpenSim.Region.Framework.Scenes
482 m_updateList[obj.UUID] = obj; 523 m_updateList[obj.UUID] = obj;
483 } 524 }
484 525
526 public void FireAttachToBackup(SceneObjectGroup obj)
527 {
528 if (OnAttachToBackup != null)
529 {
530 OnAttachToBackup(obj);
531 }
532 }
533
534 public void FireDetachFromBackup(SceneObjectGroup obj)
535 {
536 if (OnDetachFromBackup != null)
537 {
538 OnDetachFromBackup(obj);
539 }
540 }
541
542 public void FireChangeBackup(SceneObjectGroup obj)
543 {
544 if (OnChangeBackup != null)
545 {
546 OnChangeBackup(obj);
547 }
548 }
549
485 /// <summary> 550 /// <summary>
486 /// Process all pending updates 551 /// Process all pending updates
487 /// </summary> 552 /// </summary>
@@ -617,7 +682,8 @@ namespace OpenSim.Region.Framework.Scenes
617 682
618 Entities[presence.UUID] = presence; 683 Entities[presence.UUID] = presence;
619 684
620 lock (m_presenceLock) 685 m_scenePresencesLock.EnterWriteLock();
686 try
621 { 687 {
622 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 688 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
623 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 689 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -641,6 +707,10 @@ namespace OpenSim.Region.Framework.Scenes
641 m_scenePresenceMap = newmap; 707 m_scenePresenceMap = newmap;
642 m_scenePresenceArray = newlist; 708 m_scenePresenceArray = newlist;
643 } 709 }
710 finally
711 {
712 m_scenePresencesLock.ExitWriteLock();
713 }
644 } 714 }
645 715
646 /// <summary> 716 /// <summary>
@@ -655,7 +725,8 @@ namespace OpenSim.Region.Framework.Scenes
655 agentID); 725 agentID);
656 } 726 }
657 727
658 lock (m_presenceLock) 728 m_scenePresencesLock.EnterWriteLock();
729 try
659 { 730 {
660 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 731 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
661 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 732 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -677,6 +748,10 @@ namespace OpenSim.Region.Framework.Scenes
677 m_log.WarnFormat("[SCENEGRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 748 m_log.WarnFormat("[SCENEGRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
678 } 749 }
679 } 750 }
751 finally
752 {
753 m_scenePresencesLock.ExitWriteLock();
754 }
680 } 755 }
681 756
682 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 757 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1314,8 +1389,13 @@ namespace OpenSim.Region.Framework.Scenes
1314 { 1389 {
1315 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1390 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1316 { 1391 {
1317 if (m_parentScene.AttachmentsModule != null) 1392 // Set the new attachment point data in the object
1318 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1393 byte attachmentPoint = group.GetAttachmentPoint();
1394 group.UpdateGroupPosition(pos);
1395 group.RootPart.IsAttachment = false;
1396 group.AbsolutePosition = group.RootPart.AttachedPos;
1397 group.SetAttachmentPoint(attachmentPoint);
1398 group.HasGroupChanged = true;
1319 } 1399 }
1320 else 1400 else
1321 { 1401 {
@@ -1559,10 +1639,13 @@ namespace OpenSim.Region.Framework.Scenes
1559 /// <param name="childPrims"></param> 1639 /// <param name="childPrims"></param>
1560 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1640 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1561 { 1641 {
1642 SceneObjectGroup parentGroup = root.ParentGroup;
1643 if (parentGroup == null) return;
1562 Monitor.Enter(m_updateLock); 1644 Monitor.Enter(m_updateLock);
1645
1563 try 1646 try
1564 { 1647 {
1565 SceneObjectGroup parentGroup = root.ParentGroup; 1648 parentGroup.areUpdatesSuspended = true;
1566 1649
1567 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1650 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1568 if (parentGroup != null) 1651 if (parentGroup != null)
@@ -1574,11 +1657,6 @@ namespace OpenSim.Region.Framework.Scenes
1574 1657
1575 if (child != null) 1658 if (child != null)
1576 { 1659 {
1577 // Make sure no child prim is set for sale
1578 // So that, on delink, no prims are unwittingly
1579 // left for sale and sold off
1580 child.RootPart.ObjectSaleType = 0;
1581 child.RootPart.SalePrice = 10;
1582 childGroups.Add(child); 1660 childGroups.Add(child);
1583 } 1661 }
1584 } 1662 }
@@ -1601,12 +1679,13 @@ namespace OpenSim.Region.Framework.Scenes
1601 // occur on link to invoke this elsewhere (such as object selection) 1679 // occur on link to invoke this elsewhere (such as object selection)
1602 parentGroup.RootPart.CreateSelected = true; 1680 parentGroup.RootPart.CreateSelected = true;
1603 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1681 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1604 parentGroup.HasGroupChanged = true;
1605 parentGroup.ScheduleGroupForFullUpdate();
1606
1607 } 1682 }
1608 finally 1683 finally
1609 { 1684 {
1685 parentGroup.areUpdatesSuspended = false;
1686 parentGroup.HasGroupChanged = true;
1687 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1688 parentGroup.ScheduleGroupForFullUpdate();
1610 Monitor.Exit(m_updateLock); 1689 Monitor.Exit(m_updateLock);
1611 } 1690 }
1612 } 1691 }
@@ -1638,21 +1717,24 @@ namespace OpenSim.Region.Framework.Scenes
1638 1717
1639 SceneObjectGroup group = part.ParentGroup; 1718 SceneObjectGroup group = part.ParentGroup;
1640 if (!affectedGroups.Contains(group)) 1719 if (!affectedGroups.Contains(group))
1720 {
1721 group.areUpdatesSuspended = true;
1641 affectedGroups.Add(group); 1722 affectedGroups.Add(group);
1723 }
1642 } 1724 }
1643 } 1725 }
1644 } 1726 }
1645 1727
1646 foreach (SceneObjectPart child in childParts) 1728 if (childParts.Count > 0)
1647 { 1729 {
1648 // Unlink all child parts from their groups 1730 foreach (SceneObjectPart child in childParts)
1649 // 1731 {
1650 child.ParentGroup.DelinkFromGroup(child, true); 1732 // Unlink all child parts from their groups
1651 1733 //
1652 // These are not in affected groups and will not be 1734 child.ParentGroup.DelinkFromGroup(child, true);
1653 // handled further. Do the honors here. 1735 child.ParentGroup.HasGroupChanged = true;
1654 child.ParentGroup.HasGroupChanged = true; 1736 child.ParentGroup.ScheduleGroupForFullUpdate();
1655 child.ParentGroup.ScheduleGroupForFullUpdate(); 1737 }
1656 } 1738 }
1657 1739
1658 foreach (SceneObjectPart root in rootParts) 1740 foreach (SceneObjectPart root in rootParts)
@@ -1662,56 +1744,68 @@ namespace OpenSim.Region.Framework.Scenes
1662 // However, editing linked parts and unlinking may be different 1744 // However, editing linked parts and unlinking may be different
1663 // 1745 //
1664 SceneObjectGroup group = root.ParentGroup; 1746 SceneObjectGroup group = root.ParentGroup;
1747 group.areUpdatesSuspended = true;
1665 1748
1666 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1749 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1667 int numChildren = newSet.Count; 1750 int numChildren = newSet.Count;
1668 1751
1752 if (numChildren == 1)
1753 break;
1754
1669 // If there are prims left in a link set, but the root is 1755 // If there are prims left in a link set, but the root is
1670 // slated for unlink, we need to do this 1756 // slated for unlink, we need to do this
1757 // Unlink the remaining set
1671 // 1758 //
1672 if (numChildren != 1) 1759 bool sendEventsToRemainder = true;
1673 { 1760 if (numChildren > 1)
1674 // Unlink the remaining set 1761 sendEventsToRemainder = false;
1675 //
1676 bool sendEventsToRemainder = true;
1677 if (numChildren > 1)
1678 sendEventsToRemainder = false;
1679 1762
1680 foreach (SceneObjectPart p in newSet) 1763 foreach (SceneObjectPart p in newSet)
1764 {
1765 if (p != group.RootPart)
1681 { 1766 {
1682 if (p != group.RootPart) 1767 group.DelinkFromGroup(p, sendEventsToRemainder);
1683 group.DelinkFromGroup(p, sendEventsToRemainder); 1768 if (numChildren > 2)
1769 {
1770 p.ParentGroup.areUpdatesSuspended = true;
1771 }
1772 else
1773 {
1774 p.ParentGroup.HasGroupChanged = true;
1775 p.ParentGroup.ScheduleGroupForFullUpdate();
1776 }
1684 } 1777 }
1778 }
1685 1779
1686 // If there is more than one prim remaining, we 1780 // If there is more than one prim remaining, we
1687 // need to re-link 1781 // need to re-link
1782 //
1783 if (numChildren > 2)
1784 {
1785 // Remove old root
1786 //
1787 if (newSet.Contains(root))
1788 newSet.Remove(root);
1789
1790 // Preserve link ordering
1688 // 1791 //
1689 if (numChildren > 2) 1792 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1690 { 1793 {
1691 // Remove old root 1794 return a.LinkNum.CompareTo(b.LinkNum);
1692 // 1795 });
1693 if (newSet.Contains(root))
1694 newSet.Remove(root);
1695
1696 // Preserve link ordering
1697 //
1698 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1699 {
1700 return a.LinkNum.CompareTo(b.LinkNum);
1701 });
1702 1796
1703 // Determine new root 1797 // Determine new root
1704 // 1798 //
1705 SceneObjectPart newRoot = newSet[0]; 1799 SceneObjectPart newRoot = newSet[0];
1706 newSet.RemoveAt(0); 1800 newSet.RemoveAt(0);
1707 1801
1708 foreach (SceneObjectPart newChild in newSet) 1802 foreach (SceneObjectPart newChild in newSet)
1709 newChild.UpdateFlag = 0; 1803 newChild.UpdateFlag = 0;
1710 1804
1711 LinkObjects(newRoot, newSet); 1805 newRoot.ParentGroup.areUpdatesSuspended = true;
1712 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1806 LinkObjects(newRoot, newSet);
1713 affectedGroups.Add(newRoot.ParentGroup); 1807 if (!affectedGroups.Contains(newRoot.ParentGroup))
1714 } 1808 affectedGroups.Add(newRoot.ParentGroup);
1715 } 1809 }
1716 } 1810 }
1717 1811
@@ -1719,8 +1813,14 @@ namespace OpenSim.Region.Framework.Scenes
1719 // 1813 //
1720 foreach (SceneObjectGroup g in affectedGroups) 1814 foreach (SceneObjectGroup g in affectedGroups)
1721 { 1815 {
1816 // Child prims that have been unlinked and deleted will
1817 // return unless the root is deleted. This will remove them
1818 // from the database. They will be rewritten immediately,
1819 // minus the rows for the unlinked child prims.
1820 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1722 g.TriggerScriptChangedEvent(Changed.LINK); 1821 g.TriggerScriptChangedEvent(Changed.LINK);
1723 g.HasGroupChanged = true; // Persist 1822 g.HasGroupChanged = true; // Persist
1823 g.areUpdatesSuspended = false;
1724 g.ScheduleGroupForFullUpdate(); 1824 g.ScheduleGroupForFullUpdate();
1725 } 1825 }
1726 } 1826 }
@@ -1838,9 +1938,6 @@ namespace OpenSim.Region.Framework.Scenes
1838 child.ApplyNextOwnerPermissions(); 1938 child.ApplyNextOwnerPermissions();
1839 } 1939 }
1840 } 1940 }
1841
1842 copy.RootPart.ObjectSaleType = 0;
1843 copy.RootPart.SalePrice = 10;
1844 } 1941 }
1845 1942
1846 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 1943 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 4bca3d0..9f0ac4f 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -69,10 +69,6 @@ namespace OpenSim.Region.Framework.Scenes
69 /// <summary> 69 /// <summary>
70 /// Stop the scripts contained in all the prims in this group 70 /// Stop the scripts contained in all the prims in this group
71 /// </summary> 71 /// </summary>
72 /// <param name="sceneObjectBeingDeleted">
73 /// Should be true if these scripts are being removed because the scene
74 /// object is being deleted. This will prevent spurious updates to the client.
75 /// </param>
76 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 72 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
77 { 73 {
78 SceneObjectPart[] parts = m_parts.GetArray(); 74 SceneObjectPart[] parts = m_parts.GetArray();
@@ -385,6 +381,9 @@ namespace OpenSim.Region.Framework.Scenes
385 381
386 public void ResumeScripts() 382 public void ResumeScripts()
387 { 383 {
384 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
385 return;
386
388 SceneObjectPart[] parts = m_parts.GetArray(); 387 SceneObjectPart[] parts = m_parts.GetArray();
389 for (int i = 0; i < parts.Length; i++) 388 for (int i = 0; i < parts.Length; i++)
390 parts[i].Inventory.ResumeScripts(); 389 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 19a9506..b100b39 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.Linq; 33using System.Linq;
33using System.Threading; 34using System.Threading;
34using System.Xml; 35using System.Xml;
@@ -105,8 +106,29 @@ namespace OpenSim.Region.Framework.Scenes
105 /// since the group's last persistent backup 106 /// since the group's last persistent backup
106 /// </summary> 107 /// </summary>
107 private bool m_hasGroupChanged = false; 108 private bool m_hasGroupChanged = false;
108 private long timeFirstChanged; 109 private long timeFirstChanged = 0;
109 private long timeLastChanged; 110 private long timeLastChanged = 0;
111 private long m_maxPersistTime = 0;
112 private long m_minPersistTime = 0;
113 private Random m_rand;
114 private bool m_suspendUpdates;
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 }
110 132
111 public bool HasGroupChanged 133 public bool HasGroupChanged
112 { 134 {
@@ -114,9 +136,39 @@ namespace OpenSim.Region.Framework.Scenes
114 { 136 {
115 if (value) 137 if (value)
116 { 138 {
139 if (m_isBackedUp)
140 {
141 m_scene.SceneGraph.FireChangeBackup(this);
142 }
117 timeLastChanged = DateTime.Now.Ticks; 143 timeLastChanged = DateTime.Now.Ticks;
118 if (!m_hasGroupChanged) 144 if (!m_hasGroupChanged)
119 timeFirstChanged = DateTime.Now.Ticks; 145 timeFirstChanged = DateTime.Now.Ticks;
146 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
147 {
148 if (m_rand == null)
149 {
150 byte[] val = new byte[16];
151 m_rootPart.UUID.ToBytes(val, 0);
152 m_rand = new Random(BitConverter.ToInt32(val, 0));
153 }
154
155 if (m_scene.GetRootAgentCount() == 0)
156 {
157 //If the region is empty, this change has been made by an automated process
158 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
159
160 float factor = 1.5f + (float)(m_rand.NextDouble());
161 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
162 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
163 }
164 else
165 {
166 //If the region is not empty, we want to obey the minimum and maximum persist times
167 //but add a random factor so we stagger the object persistance a little
168 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
169 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
170 }
171 }
120 } 172 }
121 m_hasGroupChanged = value; 173 m_hasGroupChanged = value;
122 174
@@ -141,8 +193,19 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 193 return false;
142 if (m_scene.ShuttingDown) 194 if (m_scene.ShuttingDown)
143 return true; 195 return true;
196
197 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
198 {
199 m_maxPersistTime = m_scene.m_persistAfter;
200 m_minPersistTime = m_scene.m_dontPersistBefore;
201 }
202
144 long currentTime = DateTime.Now.Ticks; 203 long currentTime = DateTime.Now.Ticks;
145 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 204
205 if (timeLastChanged == 0) timeLastChanged = currentTime;
206 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
207
208 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
146 return true; 209 return true;
147 return false; 210 return false;
148 } 211 }
@@ -185,10 +248,10 @@ namespace OpenSim.Region.Framework.Scenes
185 248
186 private bool m_scriptListens_atTarget; 249 private bool m_scriptListens_atTarget;
187 private bool m_scriptListens_notAtTarget; 250 private bool m_scriptListens_notAtTarget;
188
189 private bool m_scriptListens_atRotTarget; 251 private bool m_scriptListens_atRotTarget;
190 private bool m_scriptListens_notAtRotTarget; 252 private bool m_scriptListens_notAtRotTarget;
191 253
254 public bool m_dupeInProgress = false;
192 internal Dictionary<UUID, string> m_savedScriptState; 255 internal Dictionary<UUID, string> m_savedScriptState;
193 256
194 #region Properties 257 #region Properties
@@ -228,7 +291,13 @@ namespace OpenSim.Region.Framework.Scenes
228 public virtual Quaternion Rotation 291 public virtual Quaternion Rotation
229 { 292 {
230 get { return m_rotation; } 293 get { return m_rotation; }
231 set { m_rotation = value; } 294 set {
295 foreach(SceneObjectPart p in m_parts.GetArray())
296 {
297 p.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
298 }
299 m_rotation = value;
300 }
232 } 301 }
233 302
234 public Quaternion GroupRotation 303 public Quaternion GroupRotation
@@ -305,7 +374,11 @@ namespace OpenSim.Region.Framework.Scenes
305 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 374 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
306 } 375 }
307 } 376 }
308 377
378 foreach (SceneObjectPart part in m_parts.GetArray())
379 {
380 part.IgnoreUndoUpdate = true;
381 }
309 if (RootPart.GetStatusSandbox()) 382 if (RootPart.GetStatusSandbox())
310 { 383 {
311 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 384 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -319,10 +392,31 @@ namespace OpenSim.Region.Framework.Scenes
319 return; 392 return;
320 } 393 }
321 } 394 }
322
323 SceneObjectPart[] parts = m_parts.GetArray(); 395 SceneObjectPart[] parts = m_parts.GetArray();
324 for (int i = 0; i < parts.Length; i++) 396 foreach (SceneObjectPart part in parts)
325 parts[i].GroupPosition = val; 397 {
398 part.IgnoreUndoUpdate = false;
399 part.StoreUndoState(UndoType.STATE_GROUP_POSITION);
400 part.GroupPosition = val;
401 if (!m_dupeInProgress)
402 {
403 part.TriggerScriptChangedEvent(Changed.POSITION);
404 }
405 }
406 if (!m_dupeInProgress)
407 {
408 foreach (ScenePresence av in m_linkedAvatars)
409 {
410 SceneObjectPart p;
411 if (m_parts.TryGetValue(av.LinkedPrim, out p))
412 {
413 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
414 av.AbsolutePosition += offset;
415 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
416 av.SendAvatarDataToAllAgents();
417 }
418 }
419 }
326 420
327 //if (m_rootPart.PhysActor != null) 421 //if (m_rootPart.PhysActor != null)
328 //{ 422 //{
@@ -476,6 +570,7 @@ namespace OpenSim.Region.Framework.Scenes
476 /// </summary> 570 /// </summary>
477 public SceneObjectGroup() 571 public SceneObjectGroup()
478 { 572 {
573
479 } 574 }
480 575
481 /// <summary> 576 /// <summary>
@@ -492,7 +587,7 @@ namespace OpenSim.Region.Framework.Scenes
492 /// Constructor. This object is added to the scene later via AttachToScene() 587 /// Constructor. This object is added to the scene later via AttachToScene()
493 /// </summary> 588 /// </summary>
494 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 589 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
495 { 590 {
496 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 591 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
497 } 592 }
498 593
@@ -540,6 +635,9 @@ namespace OpenSim.Region.Framework.Scenes
540 /// </summary> 635 /// </summary>
541 public virtual void AttachToBackup() 636 public virtual void AttachToBackup()
542 { 637 {
638 if (IsAttachment) return;
639 m_scene.SceneGraph.FireAttachToBackup(this);
640
543 if (InSceneBackup) 641 if (InSceneBackup)
544 { 642 {
545 //m_log.DebugFormat( 643 //m_log.DebugFormat(
@@ -655,9 +753,9 @@ namespace OpenSim.Region.Framework.Scenes
655 result.normal = inter.normal; 753 result.normal = inter.normal;
656 result.distance = inter.distance; 754 result.distance = inter.distance;
657 } 755 }
756
658 } 757 }
659 } 758 }
660
661 return result; 759 return result;
662 } 760 }
663 761
@@ -677,17 +775,19 @@ namespace OpenSim.Region.Framework.Scenes
677 minZ = 8192f; 775 minZ = 8192f;
678 776
679 SceneObjectPart[] parts = m_parts.GetArray(); 777 SceneObjectPart[] parts = m_parts.GetArray();
680 for (int i = 0; i < parts.Length; i++) 778 foreach (SceneObjectPart part in parts)
681 { 779 {
682 SceneObjectPart part = parts[i];
683
684 Vector3 worldPos = part.GetWorldPosition(); 780 Vector3 worldPos = part.GetWorldPosition();
685 Vector3 offset = worldPos - AbsolutePosition; 781 Vector3 offset = worldPos - AbsolutePosition;
686 Quaternion worldRot; 782 Quaternion worldRot;
687 if (part.ParentID == 0) 783 if (part.ParentID == 0)
784 {
688 worldRot = part.RotationOffset; 785 worldRot = part.RotationOffset;
786 }
689 else 787 else
788 {
690 worldRot = part.GetWorldRotation(); 789 worldRot = part.GetWorldRotation();
790 }
691 791
692 Vector3 frontTopLeft; 792 Vector3 frontTopLeft;
693 Vector3 frontTopRight; 793 Vector3 frontTopRight;
@@ -699,6 +799,8 @@ namespace OpenSim.Region.Framework.Scenes
699 Vector3 backBottomLeft; 799 Vector3 backBottomLeft;
700 Vector3 backBottomRight; 800 Vector3 backBottomRight;
701 801
802 // Vector3[] corners = new Vector3[8];
803
702 Vector3 orig = Vector3.Zero; 804 Vector3 orig = Vector3.Zero;
703 805
704 frontTopLeft.X = orig.X - (part.Scale.X / 2); 806 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -733,6 +835,38 @@ namespace OpenSim.Region.Framework.Scenes
733 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 835 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
734 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 836 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
735 837
838
839
840 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
841 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
842 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
843 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
844 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
845 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
846 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
847 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
848
849 //for (int i = 0; i < 8; i++)
850 //{
851 // corners[i] = corners[i] * worldRot;
852 // corners[i] += offset;
853
854 // if (corners[i].X > maxX)
855 // maxX = corners[i].X;
856 // if (corners[i].X < minX)
857 // minX = corners[i].X;
858
859 // if (corners[i].Y > maxY)
860 // maxY = corners[i].Y;
861 // if (corners[i].Y < minY)
862 // minY = corners[i].Y;
863
864 // if (corners[i].Z > maxZ)
865 // maxZ = corners[i].Y;
866 // if (corners[i].Z < minZ)
867 // minZ = corners[i].Z;
868 //}
869
736 frontTopLeft = frontTopLeft * worldRot; 870 frontTopLeft = frontTopLeft * worldRot;
737 frontTopRight = frontTopRight * worldRot; 871 frontTopRight = frontTopRight * worldRot;
738 frontBottomLeft = frontBottomLeft * worldRot; 872 frontBottomLeft = frontBottomLeft * worldRot;
@@ -754,6 +888,15 @@ namespace OpenSim.Region.Framework.Scenes
754 backTopLeft += offset; 888 backTopLeft += offset;
755 backTopRight += offset; 889 backTopRight += offset;
756 890
891 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
892 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
893 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
894 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
895 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
896 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
897 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
898 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
899
757 if (frontTopRight.X > maxX) 900 if (frontTopRight.X > maxX)
758 maxX = frontTopRight.X; 901 maxX = frontTopRight.X;
759 if (frontTopLeft.X > maxX) 902 if (frontTopLeft.X > maxX)
@@ -899,15 +1042,20 @@ namespace OpenSim.Region.Framework.Scenes
899 1042
900 public void SaveScriptedState(XmlTextWriter writer) 1043 public void SaveScriptedState(XmlTextWriter writer)
901 { 1044 {
1045 SaveScriptedState(writer, false);
1046 }
1047
1048 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1049 {
902 XmlDocument doc = new XmlDocument(); 1050 XmlDocument doc = new XmlDocument();
903 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1051 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
904 1052
905 SceneObjectPart[] parts = m_parts.GetArray(); 1053 SceneObjectPart[] parts = m_parts.GetArray();
906 for (int i = 0; i < parts.Length; i++) 1054 for (int i = 0; i < parts.Length; i++)
907 { 1055 {
908 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1056 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
909 foreach (KeyValuePair<UUID, string> kvp in pstates) 1057 foreach (KeyValuePair<UUID, string> kvp in pstates)
910 states.Add(kvp.Key, kvp.Value); 1058 states[kvp.Key] = kvp.Value;
911 } 1059 }
912 1060
913 if (states.Count > 0) 1061 if (states.Count > 0)
@@ -926,6 +1074,118 @@ namespace OpenSim.Region.Framework.Scenes
926 } 1074 }
927 } 1075 }
928 1076
1077 /// <summary>
1078 /// Add the avatar to this linkset (avatar is sat).
1079 /// </summary>
1080 /// <param name="agentID"></param>
1081 public void AddAvatar(UUID agentID)
1082 {
1083 ScenePresence presence;
1084 if (m_scene.TryGetScenePresence(agentID, out presence))
1085 {
1086 if (!m_linkedAvatars.Contains(presence))
1087 {
1088 m_linkedAvatars.Add(presence);
1089 }
1090 }
1091 }
1092
1093 /// <summary>
1094 /// Delete the avatar from this linkset (avatar is unsat).
1095 /// </summary>
1096 /// <param name="agentID"></param>
1097 public void DeleteAvatar(UUID agentID)
1098 {
1099 ScenePresence presence;
1100 if (m_scene.TryGetScenePresence(agentID, out presence))
1101 {
1102 if (m_linkedAvatars.Contains(presence))
1103 {
1104 m_linkedAvatars.Remove(presence);
1105 }
1106 }
1107 }
1108
1109 /// <summary>
1110 /// Returns the list of linked presences (avatars sat on this group)
1111 /// </summary>
1112 /// <param name="agentID"></param>
1113 public List<ScenePresence> GetLinkedAvatars()
1114 {
1115 return m_linkedAvatars;
1116 }
1117
1118 /// <summary>
1119 /// Attach this scene object to the given avatar.
1120 /// </summary>
1121 /// <param name="agentID"></param>
1122 /// <param name="attachmentpoint"></param>
1123 /// <param name="AttachOffset"></param>
1124 public void AttachToAgent(UUID agentID, uint attachmentpoint, Vector3 AttachOffset, bool silent)
1125 {
1126 ScenePresence avatar = m_scene.GetScenePresence(agentID);
1127 if (avatar != null)
1128 {
1129 // don't attach attachments to child agents
1130 if (avatar.IsChildAgent) return;
1131
1132// m_log.DebugFormat("[SOG]: Adding attachment {0} to avatar {1}", Name, avatar.Name);
1133
1134 DetachFromBackup();
1135
1136 // Remove from database and parcel prim count
1137 m_scene.DeleteFromStorage(UUID);
1138 m_scene.EventManager.TriggerParcelPrimCountTainted();
1139
1140 m_rootPart.AttachedAvatar = agentID;
1141
1142 //Anakin Lohner bug #3839
1143 lock (m_parts)
1144 {
1145 foreach (SceneObjectPart p in m_parts.GetArray())
1146 {
1147 p.AttachedAvatar = agentID;
1148 }
1149 }
1150
1151 if (m_rootPart.PhysActor != null)
1152 {
1153 m_scene.PhysicsScene.RemovePrim(m_rootPart.PhysActor);
1154 m_rootPart.PhysActor = null;
1155 }
1156
1157 AbsolutePosition = AttachOffset;
1158 m_rootPart.AttachedPos = AttachOffset;
1159 m_rootPart.IsAttachment = true;
1160
1161 m_rootPart.SetParentLocalId(avatar.LocalId);
1162 SetAttachmentPoint(Convert.ToByte(attachmentpoint));
1163
1164 avatar.AddAttachment(this);
1165
1166 if (!silent)
1167 {
1168 // Killing it here will cause the client to deselect it
1169 // It then reappears on the avatar, deselected
1170 // through the full update below
1171 //
1172 if (IsSelected)
1173 {
1174 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1175 }
1176
1177 IsSelected = false; // fudge....
1178 ScheduleGroupForFullUpdate();
1179 }
1180 }
1181 else
1182 {
1183 m_log.WarnFormat(
1184 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1185 UUID, agentID, Scene.RegionInfo.RegionName);
1186 }
1187 }
1188
929 public byte GetAttachmentPoint() 1189 public byte GetAttachmentPoint()
930 { 1190 {
931 return m_rootPart.Shape.State; 1191 return m_rootPart.Shape.State;
@@ -1052,7 +1312,10 @@ namespace OpenSim.Region.Framework.Scenes
1052 public void AddPart(SceneObjectPart part) 1312 public void AddPart(SceneObjectPart part)
1053 { 1313 {
1054 part.SetParent(this); 1314 part.SetParent(this);
1055 part.LinkNum = m_parts.Add(part.UUID, part); 1315 m_parts.Add(part.UUID, part);
1316
1317 part.LinkNum = m_parts.Count;
1318
1056 if (part.LinkNum == 2 && RootPart != null) 1319 if (part.LinkNum == 2 && RootPart != null)
1057 RootPart.LinkNum = 1; 1320 RootPart.LinkNum = 1;
1058 } 1321 }
@@ -1136,7 +1399,7 @@ namespace OpenSim.Region.Framework.Scenes
1136 1399
1137 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) 1400 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient)
1138 { 1401 {
1139 part.StoreUndoState(); 1402 part.StoreUndoState(UndoType.STATE_PRIM_ALL);
1140 part.OnGrab(offsetPos, remoteClient); 1403 part.OnGrab(offsetPos, remoteClient);
1141 } 1404 }
1142 1405
@@ -1156,6 +1419,11 @@ namespace OpenSim.Region.Framework.Scenes
1156 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1419 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1157 public void DeleteGroupFromScene(bool silent) 1420 public void DeleteGroupFromScene(bool silent)
1158 { 1421 {
1422 // We need to keep track of this state in case this group is still queued for backup.
1423 m_isDeleted = true;
1424
1425 DetachFromBackup();
1426
1159 SceneObjectPart[] parts = m_parts.GetArray(); 1427 SceneObjectPart[] parts = m_parts.GetArray();
1160 for (int i = 0; i < parts.Length; i++) 1428 for (int i = 0; i < parts.Length; i++)
1161 { 1429 {
@@ -1167,13 +1435,11 @@ namespace OpenSim.Region.Framework.Scenes
1167 avatar.StandUp(); 1435 avatar.StandUp();
1168 1436
1169 if (!silent) 1437 if (!silent)
1170 {
1171 part.UpdateFlag = 0; 1438 part.UpdateFlag = 0;
1172 if (part == m_rootPart)
1173 avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
1174 }
1175 }); 1439 });
1176 } 1440 }
1441
1442
1177 } 1443 }
1178 1444
1179 public void AddScriptLPS(int count) 1445 public void AddScriptLPS(int count)
@@ -1270,7 +1536,12 @@ namespace OpenSim.Region.Framework.Scenes
1270 1536
1271 public void SetOwnerId(UUID userId) 1537 public void SetOwnerId(UUID userId)
1272 { 1538 {
1273 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1539 ForEachPart(delegate(SceneObjectPart part)
1540 {
1541
1542 part.OwnerID = userId;
1543
1544 });
1274 } 1545 }
1275 1546
1276 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1547 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1302,11 +1573,17 @@ namespace OpenSim.Region.Framework.Scenes
1302 return; 1573 return;
1303 } 1574 }
1304 1575
1576 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1577 return;
1578
1305 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1579 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1306 // any exception propogate upwards. 1580 // any exception propogate upwards.
1307 try 1581 try
1308 { 1582 {
1309 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1583 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1584 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1585 m_scene.LoadingPrims) // Land may not be valid yet
1586
1310 { 1587 {
1311 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1588 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1312 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1589 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1333,6 +1610,7 @@ namespace OpenSim.Region.Framework.Scenes
1333 } 1610 }
1334 } 1611 }
1335 } 1612 }
1613
1336 } 1614 }
1337 1615
1338 if (HasGroupChanged) 1616 if (HasGroupChanged)
@@ -1340,6 +1618,20 @@ namespace OpenSim.Region.Framework.Scenes
1340 // don't backup while it's selected or you're asking for changes mid stream. 1618 // don't backup while it's selected or you're asking for changes mid stream.
1341 if (isTimeToPersist() || forcedBackup) 1619 if (isTimeToPersist() || forcedBackup)
1342 { 1620 {
1621 if (m_rootPart.PhysActor != null &&
1622 (!m_rootPart.PhysActor.IsPhysical))
1623 {
1624 // Possible ghost prim
1625 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1626 {
1627 foreach (SceneObjectPart part in m_parts.GetArray())
1628 {
1629 // Re-set physics actor positions and
1630 // orientations
1631 part.GroupPosition = m_rootPart.GroupPosition;
1632 }
1633 }
1634 }
1343// m_log.DebugFormat( 1635// m_log.DebugFormat(
1344// "[SCENE]: Storing {0}, {1} in {2}", 1636// "[SCENE]: Storing {0}, {1} in {2}",
1345// Name, UUID, m_scene.RegionInfo.RegionName); 1637// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1403,81 +1695,90 @@ namespace OpenSim.Region.Framework.Scenes
1403 /// <returns></returns> 1695 /// <returns></returns>
1404 public SceneObjectGroup Copy(bool userExposed) 1696 public SceneObjectGroup Copy(bool userExposed)
1405 { 1697 {
1406 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 1698 SceneObjectGroup dupe;
1407 dupe.m_isBackedUp = false; 1699 try
1408 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 1700 {
1409 1701 m_dupeInProgress = true;
1410 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 1702 dupe = (SceneObjectGroup)MemberwiseClone();
1411 // attachments do not bordercross while they're being duplicated. This is hacktastic! 1703 dupe.m_isBackedUp = false;
1412 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 1704 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1413 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state
1414 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position,
1415 // then restore it's attachment state
1416
1417 // This is only necessary when userExposed is false!
1418 1705
1419 bool previousAttachmentStatus = dupe.RootPart.IsAttachment; 1706 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1420 1707 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1421 if (!userExposed) 1708 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
1422 dupe.RootPart.IsAttachment = true; 1709 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state
1710 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position,
1711 // then restore it's attachment state
1423 1712
1424 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); 1713 // This is only necessary when userExposed is false!
1425 1714
1426 if (!userExposed) 1715 bool previousAttachmentStatus = dupe.RootPart.IsAttachment;
1427 {
1428 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1429 }
1430 1716
1431 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 1717 if (!userExposed)
1432 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 1718 dupe.RootPart.IsAttachment = true;
1433 1719
1434 if (userExposed) 1720 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
1435 dupe.m_rootPart.TrimPermissions();
1436 1721
1437 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 1722 if (!userExposed)
1438
1439 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1440 { 1723 {
1441 return p1.LinkNum.CompareTo(p2.LinkNum); 1724 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1442 } 1725 }
1443 );
1444 1726
1445 foreach (SceneObjectPart part in partList) 1727 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1446 { 1728 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
1447 if (part.UUID != m_rootPart.UUID) 1729
1730 if (userExposed)
1731 dupe.m_rootPart.TrimPermissions();
1732
1733 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1734
1735 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1736 {
1737 return p1.LinkNum.CompareTo(p2.LinkNum);
1738 }
1739 );
1740
1741 foreach (SceneObjectPart part in partList)
1448 { 1742 {
1449 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 1743 if (part.UUID != m_rootPart.UUID)
1450 newPart.LinkNum = part.LinkNum; 1744 {
1451 } 1745 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1452 1746
1453 // Need to duplicate the physics actor as well 1747 newPart.LinkNum = part.LinkNum;
1454 if (part.PhysActor != null && userExposed) 1748 }
1749
1750 // Need to duplicate the physics actor as well
1751 if (part.PhysActor != null && userExposed)
1752 {
1753 PrimitiveBaseShape pbs = part.Shape;
1754
1755 part.PhysActor
1756 = m_scene.PhysicsScene.AddPrimShape(
1757 string.Format("{0}/{1}", part.Name, part.UUID),
1758 pbs,
1759 part.AbsolutePosition,
1760 part.Scale,
1761 part.RotationOffset,
1762 part.PhysActor.IsPhysical);
1763 part.PhysActor.SetMaterial((int)part.Material);
1764
1765 part.PhysActor.LocalID = part.LocalId;
1766 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1767 }
1768 }
1769 if (userExposed)
1455 { 1770 {
1456 PrimitiveBaseShape pbs = part.Shape; 1771 dupe.UpdateParentIDs();
1457 1772 dupe.HasGroupChanged = true;
1458 part.PhysActor 1773 dupe.AttachToBackup();
1459 = m_scene.PhysicsScene.AddPrimShape( 1774
1460 string.Format("{0}/{1}", part.Name, part.UUID), 1775 ScheduleGroupForFullUpdate();
1461 pbs,
1462 part.AbsolutePosition,
1463 part.Scale,
1464 part.RotationOffset,
1465 part.PhysActor.IsPhysical);
1466
1467 part.PhysActor.LocalID = part.LocalId;
1468 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1469 } 1776 }
1470 } 1777 }
1471 1778 finally
1472 if (userExposed)
1473 { 1779 {
1474 dupe.UpdateParentIDs(); 1780 m_dupeInProgress = false;
1475 dupe.HasGroupChanged = true;
1476 dupe.AttachToBackup();
1477
1478 ScheduleGroupForFullUpdate();
1479 } 1781 }
1480
1481 return dupe; 1782 return dupe;
1482 } 1783 }
1483 1784
@@ -1622,6 +1923,7 @@ namespace OpenSim.Region.Framework.Scenes
1622 return Vector3.Zero; 1923 return Vector3.Zero;
1623 } 1924 }
1624 1925
1926 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1625 public void moveToTarget(Vector3 target, float tau) 1927 public void moveToTarget(Vector3 target, float tau)
1626 { 1928 {
1627 SceneObjectPart rootpart = m_rootPart; 1929 SceneObjectPart rootpart = m_rootPart;
@@ -1661,20 +1963,55 @@ namespace OpenSim.Region.Framework.Scenes
1661 SceneObjectPart rootpart = m_rootPart; 1963 SceneObjectPart rootpart = m_rootPart;
1662 if (rootpart != null) 1964 if (rootpart != null)
1663 { 1965 {
1664 if (rootpart.PhysActor != null) 1966 if (IsAttachment)
1967 {
1968 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
1969 if (avatar != null) avatar.StopMoveToPosition();
1970 }
1971 else
1665 { 1972 {
1666 rootpart.PhysActor.PIDActive = false; 1973 if (rootpart.PhysActor != null)
1974 {
1975 rootpart.PhysActor.PIDActive = false;
1976 }
1667 } 1977 }
1668 } 1978 }
1669 } 1979 }
1670 1980
1981 public void rotLookAt(Quaternion target, float strength, float damping)
1982 {
1983 SceneObjectPart rootpart = m_rootPart;
1984 if (rootpart != null)
1985 {
1986 if (IsAttachment)
1987 {
1988 /*
1989 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
1990 if (avatar != null)
1991 {
1992 Rotate the Av?
1993 } */
1994 }
1995 else
1996 {
1997 if (rootpart.PhysActor != null)
1998 { // APID must be implemented in your physics system for this to function.
1999 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2000 rootpart.PhysActor.APIDStrength = strength;
2001 rootpart.PhysActor.APIDDamping = damping;
2002 rootpart.PhysActor.APIDActive = true;
2003 }
2004 }
2005 }
2006 }
2007
1671 public void stopLookAt() 2008 public void stopLookAt()
1672 { 2009 {
1673 SceneObjectPart rootpart = m_rootPart; 2010 SceneObjectPart rootpart = m_rootPart;
1674 if (rootpart != null) 2011 if (rootpart != null)
1675 { 2012 {
1676 if (rootpart.PhysActor != null) 2013 if (rootpart.PhysActor != null)
1677 { 2014 { // APID must be implemented in your physics system for this to function.
1678 rootpart.PhysActor.APIDActive = false; 2015 rootpart.PhysActor.APIDActive = false;
1679 } 2016 }
1680 } 2017 }
@@ -1740,6 +2077,8 @@ namespace OpenSim.Region.Framework.Scenes
1740 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2077 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1741 { 2078 {
1742 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2079 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2080 newPart.SetParent(this);
2081
1743 AddPart(newPart); 2082 AddPart(newPart);
1744 2083
1745 SetPartAsNonRoot(newPart); 2084 SetPartAsNonRoot(newPart);
@@ -1888,11 +2227,11 @@ namespace OpenSim.Region.Framework.Scenes
1888 /// Immediately send a full update for this scene object. 2227 /// Immediately send a full update for this scene object.
1889 /// </summary> 2228 /// </summary>
1890 public void SendGroupFullUpdate() 2229 public void SendGroupFullUpdate()
1891 { 2230 {
1892 if (IsDeleted) 2231 if (IsDeleted)
1893 return; 2232 return;
1894 2233
1895// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2234// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1896 2235
1897 RootPart.SendFullUpdateToAllClients(); 2236 RootPart.SendFullUpdateToAllClients();
1898 2237
@@ -2081,12 +2420,15 @@ namespace OpenSim.Region.Framework.Scenes
2081 part.LinkNum += objectGroup.PrimCount; 2420 part.LinkNum += objectGroup.PrimCount;
2082 } 2421 }
2083 } 2422 }
2423 }
2084 2424
2085 linkPart.LinkNum = 2; 2425 linkPart.LinkNum = 2;
2086 2426
2087 linkPart.SetParent(this); 2427 linkPart.SetParent(this);
2088 linkPart.CreateSelected = true; 2428 linkPart.CreateSelected = true;
2089 2429
2430 lock (m_parts.SyncRoot)
2431 {
2090 //if (linkPart.PhysActor != null) 2432 //if (linkPart.PhysActor != null)
2091 //{ 2433 //{
2092 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2434 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
@@ -2244,6 +2586,8 @@ namespace OpenSim.Region.Framework.Scenes
2244 /// <param name="objectGroup"></param> 2586 /// <param name="objectGroup"></param>
2245 public virtual void DetachFromBackup() 2587 public virtual void DetachFromBackup()
2246 { 2588 {
2589 m_scene.SceneGraph.FireDetachFromBackup(this);
2590
2247 if (m_isBackedUp) 2591 if (m_isBackedUp)
2248 m_scene.EventManager.OnBackup -= ProcessBackup; 2592 m_scene.EventManager.OnBackup -= ProcessBackup;
2249 2593
@@ -2262,7 +2606,8 @@ namespace OpenSim.Region.Framework.Scenes
2262 2606
2263 axPos *= parentRot; 2607 axPos *= parentRot;
2264 part.OffsetPosition = axPos; 2608 part.OffsetPosition = axPos;
2265 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 2609 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
2610 part.GroupPosition = newPos;
2266 part.OffsetPosition = Vector3.Zero; 2611 part.OffsetPosition = Vector3.Zero;
2267 part.RotationOffset = worldRot; 2612 part.RotationOffset = worldRot;
2268 2613
@@ -2273,7 +2618,7 @@ namespace OpenSim.Region.Framework.Scenes
2273 2618
2274 part.LinkNum = linkNum; 2619 part.LinkNum = linkNum;
2275 2620
2276 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 2621 part.OffsetPosition = newPos - AbsolutePosition;
2277 2622
2278 Quaternion rootRotation = m_rootPart.RotationOffset; 2623 Quaternion rootRotation = m_rootPart.RotationOffset;
2279 2624
@@ -2283,7 +2628,7 @@ namespace OpenSim.Region.Framework.Scenes
2283 2628
2284 parentRot = m_rootPart.RotationOffset; 2629 parentRot = m_rootPart.RotationOffset;
2285 oldRot = part.RotationOffset; 2630 oldRot = part.RotationOffset;
2286 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2631 Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot;
2287 part.RotationOffset = newRot; 2632 part.RotationOffset = newRot;
2288 } 2633 }
2289 2634
@@ -2534,8 +2879,12 @@ namespace OpenSim.Region.Framework.Scenes
2534 } 2879 }
2535 } 2880 }
2536 2881
2882 RootPart.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2537 for (int i = 0; i < parts.Length; i++) 2883 for (int i = 0; i < parts.Length; i++)
2538 parts[i].UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2884 {
2885 if (parts[i] != RootPart)
2886 parts[i].UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2887 }
2539 } 2888 }
2540 } 2889 }
2541 2890
@@ -2548,6 +2897,17 @@ namespace OpenSim.Region.Framework.Scenes
2548 } 2897 }
2549 } 2898 }
2550 2899
2900
2901
2902 /// <summary>
2903 /// Gets the number of parts
2904 /// </summary>
2905 /// <returns></returns>
2906 public int GetPartCount()
2907 {
2908 return Parts.Count();
2909 }
2910
2551 /// <summary> 2911 /// <summary>
2552 /// Update the texture entry for this part 2912 /// Update the texture entry for this part
2553 /// </summary> 2913 /// </summary>
@@ -2609,11 +2969,9 @@ namespace OpenSim.Region.Framework.Scenes
2609 scale.Y = m_scene.m_maxNonphys; 2969 scale.Y = m_scene.m_maxNonphys;
2610 if (scale.Z > m_scene.m_maxNonphys) 2970 if (scale.Z > m_scene.m_maxNonphys)
2611 scale.Z = m_scene.m_maxNonphys; 2971 scale.Z = m_scene.m_maxNonphys;
2612
2613 SceneObjectPart part = GetChildPart(localID); 2972 SceneObjectPart part = GetChildPart(localID);
2614 if (part != null) 2973 if (part != null)
2615 { 2974 {
2616 part.Resize(scale);
2617 if (part.PhysActor != null) 2975 if (part.PhysActor != null)
2618 { 2976 {
2619 if (part.PhysActor.IsPhysical) 2977 if (part.PhysActor.IsPhysical)
@@ -2628,7 +2986,7 @@ namespace OpenSim.Region.Framework.Scenes
2628 part.PhysActor.Size = scale; 2986 part.PhysActor.Size = scale;
2629 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 2987 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2630 } 2988 }
2631 //if (part.UUID != m_rootPart.UUID) 2989 part.Resize(scale);
2632 2990
2633 HasGroupChanged = true; 2991 HasGroupChanged = true;
2634 part.TriggerScriptChangedEvent(Changed.SCALE); 2992 part.TriggerScriptChangedEvent(Changed.SCALE);
@@ -2651,7 +3009,6 @@ namespace OpenSim.Region.Framework.Scenes
2651 SceneObjectPart part = GetChildPart(localID); 3009 SceneObjectPart part = GetChildPart(localID);
2652 if (part != null) 3010 if (part != null)
2653 { 3011 {
2654 part.IgnoreUndoUpdate = true;
2655 if (scale.X > m_scene.m_maxNonphys) 3012 if (scale.X > m_scene.m_maxNonphys)
2656 scale.X = m_scene.m_maxNonphys; 3013 scale.X = m_scene.m_maxNonphys;
2657 if (scale.Y > m_scene.m_maxNonphys) 3014 if (scale.Y > m_scene.m_maxNonphys)
@@ -2688,7 +3045,7 @@ namespace OpenSim.Region.Framework.Scenes
2688 3045
2689 if (part.PhysActor != null && part.PhysActor.IsPhysical) 3046 if (part.PhysActor != null && part.PhysActor.IsPhysical)
2690 { 3047 {
2691 if (oldSize.X * x > m_scene.m_maxPhys) 3048 if (oldSize.X*x > m_scene.m_maxPhys)
2692 { 3049 {
2693 f = m_scene.m_maxPhys / oldSize.X; 3050 f = m_scene.m_maxPhys / oldSize.X;
2694 a = f / x; 3051 a = f / x;
@@ -2696,7 +3053,7 @@ namespace OpenSim.Region.Framework.Scenes
2696 y *= a; 3053 y *= a;
2697 z *= a; 3054 z *= a;
2698 } 3055 }
2699 if (oldSize.Y * y > m_scene.m_maxPhys) 3056 if (oldSize.Y*y > m_scene.m_maxPhys)
2700 { 3057 {
2701 f = m_scene.m_maxPhys / oldSize.Y; 3058 f = m_scene.m_maxPhys / oldSize.Y;
2702 a = f / y; 3059 a = f / y;
@@ -2704,7 +3061,7 @@ namespace OpenSim.Region.Framework.Scenes
2704 y *= a; 3061 y *= a;
2705 z *= a; 3062 z *= a;
2706 } 3063 }
2707 if (oldSize.Z * z > m_scene.m_maxPhys) 3064 if (oldSize.Z*z > m_scene.m_maxPhys)
2708 { 3065 {
2709 f = m_scene.m_maxPhys / oldSize.Z; 3066 f = m_scene.m_maxPhys / oldSize.Z;
2710 a = f / z; 3067 a = f / z;
@@ -2715,7 +3072,7 @@ namespace OpenSim.Region.Framework.Scenes
2715 } 3072 }
2716 else 3073 else
2717 { 3074 {
2718 if (oldSize.X * x > m_scene.m_maxNonphys) 3075 if (oldSize.X*x > m_scene.m_maxNonphys)
2719 { 3076 {
2720 f = m_scene.m_maxNonphys / oldSize.X; 3077 f = m_scene.m_maxNonphys / oldSize.X;
2721 a = f / x; 3078 a = f / x;
@@ -2723,7 +3080,7 @@ namespace OpenSim.Region.Framework.Scenes
2723 y *= a; 3080 y *= a;
2724 z *= a; 3081 z *= a;
2725 } 3082 }
2726 if (oldSize.Y * y > m_scene.m_maxNonphys) 3083 if (oldSize.Y*y > m_scene.m_maxNonphys)
2727 { 3084 {
2728 f = m_scene.m_maxNonphys / oldSize.Y; 3085 f = m_scene.m_maxNonphys / oldSize.Y;
2729 a = f / y; 3086 a = f / y;
@@ -2731,7 +3088,7 @@ namespace OpenSim.Region.Framework.Scenes
2731 y *= a; 3088 y *= a;
2732 z *= a; 3089 z *= a;
2733 } 3090 }
2734 if (oldSize.Z * z > m_scene.m_maxNonphys) 3091 if (oldSize.Z*z > m_scene.m_maxNonphys)
2735 { 3092 {
2736 f = m_scene.m_maxNonphys / oldSize.Z; 3093 f = m_scene.m_maxNonphys / oldSize.Z;
2737 a = f / z; 3094 a = f / z;
@@ -2741,7 +3098,6 @@ namespace OpenSim.Region.Framework.Scenes
2741 } 3098 }
2742 } 3099 }
2743 obPart.IgnoreUndoUpdate = false; 3100 obPart.IgnoreUndoUpdate = false;
2744 obPart.StoreUndoState();
2745 } 3101 }
2746 } 3102 }
2747 } 3103 }
@@ -2749,8 +3105,13 @@ namespace OpenSim.Region.Framework.Scenes
2749 Vector3 prevScale = part.Scale; 3105 Vector3 prevScale = part.Scale;
2750 prevScale.X *= x; 3106 prevScale.X *= x;
2751 prevScale.Y *= y; 3107 prevScale.Y *= y;
2752 prevScale.Z *= z; 3108 prevScale.Z *= z;;
3109
3110 part.IgnoreUndoUpdate = false;
3111 part.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3112 part.IgnoreUndoUpdate = true;
2753 part.Resize(prevScale); 3113 part.Resize(prevScale);
3114 part.IgnoreUndoUpdate = false;
2754 3115
2755 parts = m_parts.GetArray(); 3116 parts = m_parts.GetArray();
2756 for (int i = 0; i < parts.Length; i++) 3117 for (int i = 0; i < parts.Length; i++)
@@ -2759,19 +3120,26 @@ namespace OpenSim.Region.Framework.Scenes
2759 obPart.IgnoreUndoUpdate = true; 3120 obPart.IgnoreUndoUpdate = true;
2760 if (obPart.UUID != m_rootPart.UUID) 3121 if (obPart.UUID != m_rootPart.UUID)
2761 { 3122 {
2762 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3123 if (obPart.UUID != m_rootPart.UUID)
2763 currentpos.X *= x; 3124 {
2764 currentpos.Y *= y; 3125 obPart.IgnoreUndoUpdate = false;
2765 currentpos.Z *= z; 3126 obPart.StoreUndoState(UndoType.STATE_GROUP_SCALE);
2766 Vector3 newSize = new Vector3(obPart.Scale); 3127 obPart.IgnoreUndoUpdate = true;
2767 newSize.X *= x; 3128
2768 newSize.Y *= y; 3129 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2769 newSize.Z *= z; 3130 currentpos.X *= x;
2770 obPart.Resize(newSize); 3131 currentpos.Y *= y;
2771 obPart.UpdateOffSet(currentpos); 3132 currentpos.Z *= z;
3133 Vector3 newSize = new Vector3(obPart.Scale);
3134 newSize.X *= x;
3135 newSize.Y *= y;
3136 newSize.Z *= z;
3137 obPart.Resize(newSize);
3138 obPart.UpdateOffSet(currentpos);
3139 }
3140 obPart.IgnoreUndoUpdate = false;
2772 } 3141 }
2773 obPart.IgnoreUndoUpdate = false; 3142 obPart.IgnoreUndoUpdate = false;
2774 obPart.StoreUndoState();
2775 } 3143 }
2776 3144
2777 if (part.PhysActor != null) 3145 if (part.PhysActor != null)
@@ -2781,7 +3149,6 @@ namespace OpenSim.Region.Framework.Scenes
2781 } 3149 }
2782 3150
2783 part.IgnoreUndoUpdate = false; 3151 part.IgnoreUndoUpdate = false;
2784 part.StoreUndoState();
2785 HasGroupChanged = true; 3152 HasGroupChanged = true;
2786 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE); 3153 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
2787 ScheduleGroupForTerseUpdate(); 3154 ScheduleGroupForTerseUpdate();
@@ -2798,14 +3165,11 @@ namespace OpenSim.Region.Framework.Scenes
2798 /// <param name="pos"></param> 3165 /// <param name="pos"></param>
2799 public void UpdateGroupPosition(Vector3 pos) 3166 public void UpdateGroupPosition(Vector3 pos)
2800 { 3167 {
2801 SceneObjectPart[] parts = m_parts.GetArray();
2802 for (int i = 0; i < parts.Length; i++)
2803 parts[i].StoreUndoState();
2804
2805 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3168 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2806 { 3169 {
2807 if (IsAttachment) 3170 if (IsAttachment)
2808 { 3171 {
3172 m_rootPart.StoreUndoState(UndoType.STATE_GROUP_POSITION);
2809 m_rootPart.AttachedPos = pos; 3173 m_rootPart.AttachedPos = pos;
2810 } 3174 }
2811 if (RootPart.GetStatusSandbox()) 3175 if (RootPart.GetStatusSandbox())
@@ -2839,7 +3203,7 @@ namespace OpenSim.Region.Framework.Scenes
2839 3203
2840 SceneObjectPart[] parts = m_parts.GetArray(); 3204 SceneObjectPart[] parts = m_parts.GetArray();
2841 for (int i = 0; i < parts.Length; i++) 3205 for (int i = 0; i < parts.Length; i++)
2842 parts[i].StoreUndoState(); 3206 parts[i].StoreUndoState(UndoType.STATE_PRIM_POSITION);
2843 3207
2844 if (part != null) 3208 if (part != null)
2845 { 3209 {
@@ -2864,7 +3228,7 @@ namespace OpenSim.Region.Framework.Scenes
2864 { 3228 {
2865 SceneObjectPart[] parts = m_parts.GetArray(); 3229 SceneObjectPart[] parts = m_parts.GetArray();
2866 for (int i = 0; i < parts.Length; i++) 3230 for (int i = 0; i < parts.Length; i++)
2867 parts[i].StoreUndoState(); 3231 parts[i].StoreUndoState(UndoType.STATE_PRIM_POSITION);
2868 3232
2869 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3233 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
2870 Vector3 oldPos = 3234 Vector3 oldPos =
@@ -2885,10 +3249,27 @@ namespace OpenSim.Region.Framework.Scenes
2885 obPart.OffsetPosition = obPart.OffsetPosition + diff; 3249 obPart.OffsetPosition = obPart.OffsetPosition + diff;
2886 } 3250 }
2887 3251
2888 AbsolutePosition = newPos; 3252 //We have to set undoing here because otherwise an undo state will be saved
3253 if (!m_rootPart.Undoing)
3254 {
3255 m_rootPart.Undoing = true;
3256 AbsolutePosition = newPos;
3257 m_rootPart.Undoing = false;
3258 }
3259 else
3260 {
3261 AbsolutePosition = newPos;
3262 }
2889 3263
2890 HasGroupChanged = true; 3264 HasGroupChanged = true;
2891 ScheduleGroupForTerseUpdate(); 3265 if (m_rootPart.Undoing)
3266 {
3267 ScheduleGroupForFullUpdate();
3268 }
3269 else
3270 {
3271 ScheduleGroupForTerseUpdate();
3272 }
2892 } 3273 }
2893 3274
2894 public void OffsetForNewRegion(Vector3 offset) 3275 public void OffsetForNewRegion(Vector3 offset)
@@ -2908,7 +3289,7 @@ namespace OpenSim.Region.Framework.Scenes
2908 { 3289 {
2909 SceneObjectPart[] parts = m_parts.GetArray(); 3290 SceneObjectPart[] parts = m_parts.GetArray();
2910 for (int i = 0; i < parts.Length; i++) 3291 for (int i = 0; i < parts.Length; i++)
2911 parts[i].StoreUndoState(); 3292 parts[i].StoreUndoState(UndoType.STATE_GROUP_ROTATION);
2912 3293
2913 m_rootPart.UpdateRotation(rot); 3294 m_rootPart.UpdateRotation(rot);
2914 3295
@@ -2932,7 +3313,7 @@ namespace OpenSim.Region.Framework.Scenes
2932 { 3313 {
2933 SceneObjectPart[] parts = m_parts.GetArray(); 3314 SceneObjectPart[] parts = m_parts.GetArray();
2934 for (int i = 0; i < parts.Length; i++) 3315 for (int i = 0; i < parts.Length; i++)
2935 parts[i].StoreUndoState(); 3316 parts[i].StoreUndoState(UndoType.STATE_GROUP_ROTATION);
2936 3317
2937 m_rootPart.UpdateRotation(rot); 3318 m_rootPart.UpdateRotation(rot);
2938 3319
@@ -2957,10 +3338,9 @@ namespace OpenSim.Region.Framework.Scenes
2957 public void UpdateSingleRotation(Quaternion rot, uint localID) 3338 public void UpdateSingleRotation(Quaternion rot, uint localID)
2958 { 3339 {
2959 SceneObjectPart part = GetChildPart(localID); 3340 SceneObjectPart part = GetChildPart(localID);
2960
2961 SceneObjectPart[] parts = m_parts.GetArray(); 3341 SceneObjectPart[] parts = m_parts.GetArray();
2962 for (int i = 0; i < parts.Length; i++) 3342 for (int i = 0; i < parts.Length; i++)
2963 parts[i].StoreUndoState(); 3343 parts[i].StoreUndoState(UndoType.STATE_PRIM_ROTATION);
2964 3344
2965 if (part != null) 3345 if (part != null)
2966 { 3346 {
@@ -2988,15 +3368,24 @@ namespace OpenSim.Region.Framework.Scenes
2988 if (part.UUID == m_rootPart.UUID) 3368 if (part.UUID == m_rootPart.UUID)
2989 { 3369 {
2990 UpdateRootRotation(rot); 3370 UpdateRootRotation(rot);
2991 AbsolutePosition = pos; 3371 if (!m_rootPart.Undoing)
3372 {
3373 m_rootPart.Undoing = true;
3374 AbsolutePosition = pos;
3375 m_rootPart.Undoing = false;
3376 }
3377 else
3378 {
3379 AbsolutePosition = pos;
3380 }
2992 } 3381 }
2993 else 3382 else
2994 { 3383 {
3384 part.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
2995 part.IgnoreUndoUpdate = true; 3385 part.IgnoreUndoUpdate = true;
2996 part.UpdateRotation(rot); 3386 part.UpdateRotation(rot);
2997 part.OffsetPosition = pos; 3387 part.OffsetPosition = pos;
2998 part.IgnoreUndoUpdate = false; 3388 part.IgnoreUndoUpdate = false;
2999 part.StoreUndoState();
3000 } 3389 }
3001 } 3390 }
3002 } 3391 }
@@ -3010,8 +3399,16 @@ namespace OpenSim.Region.Framework.Scenes
3010 Quaternion axRot = rot; 3399 Quaternion axRot = rot;
3011 Quaternion oldParentRot = m_rootPart.RotationOffset; 3400 Quaternion oldParentRot = m_rootPart.RotationOffset;
3012 3401
3013 m_rootPart.StoreUndoState(); 3402 m_rootPart.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3014 m_rootPart.UpdateRotation(rot); 3403 bool cancelUndo = false;
3404 if (!m_rootPart.Undoing)
3405 {
3406 m_rootPart.Undoing = true;
3407 cancelUndo = true;
3408 }
3409
3410 //Don't use UpdateRotation because it schedules an update prematurely
3411 m_rootPart.RotationOffset = rot;
3015 if (m_rootPart.PhysActor != null) 3412 if (m_rootPart.PhysActor != null)
3016 { 3413 {
3017 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; 3414 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
@@ -3026,28 +3423,22 @@ namespace OpenSim.Region.Framework.Scenes
3026 { 3423 {
3027 prim.IgnoreUndoUpdate = true; 3424 prim.IgnoreUndoUpdate = true;
3028 Vector3 axPos = prim.OffsetPosition; 3425 Vector3 axPos = prim.OffsetPosition;
3426
3029 axPos *= oldParentRot; 3427 axPos *= oldParentRot;
3030 axPos *= Quaternion.Inverse(axRot); 3428 axPos *= Quaternion.Inverse(axRot);
3031 prim.OffsetPosition = axPos; 3429 prim.OffsetPosition = axPos;
3032 Quaternion primsRot = prim.RotationOffset; 3430
3033 Quaternion newRot = primsRot * oldParentRot; 3431 prim.RotationOffset *= Quaternion.Inverse(prim.GetWorldRotation()) * (oldParentRot * prim.RotationOffset);
3034 newRot *= Quaternion.Inverse(axRot); 3432
3035 prim.RotationOffset = newRot; 3433 prim.IgnoreUndoUpdate = false;
3036 prim.ScheduleTerseUpdate();
3037 } 3434 }
3038 } 3435 }
3039 3436 if (cancelUndo == true)
3040 for (int i = 0; i < parts.Length; i++)
3041 { 3437 {
3042 SceneObjectPart childpart = parts[i]; 3438 m_rootPart.Undoing = false;
3043 if (childpart != m_rootPart)
3044 {
3045 childpart.IgnoreUndoUpdate = false;
3046 childpart.StoreUndoState();
3047 }
3048 } 3439 }
3049 3440 HasGroupChanged = true;
3050 m_rootPart.ScheduleTerseUpdate(); 3441 ScheduleGroupForFullUpdate();
3051 } 3442 }
3052 3443
3053 #endregion 3444 #endregion
@@ -3270,7 +3661,6 @@ namespace OpenSim.Region.Framework.Scenes
3270 public float GetMass() 3661 public float GetMass()
3271 { 3662 {
3272 float retmass = 0f; 3663 float retmass = 0f;
3273
3274 SceneObjectPart[] parts = m_parts.GetArray(); 3664 SceneObjectPart[] parts = m_parts.GetArray();
3275 for (int i = 0; i < parts.Length; i++) 3665 for (int i = 0; i < parts.Length; i++)
3276 retmass += parts[i].GetMass(); 3666 retmass += parts[i].GetMass();
@@ -3386,6 +3776,14 @@ namespace OpenSim.Region.Framework.Scenes
3386 SetFromItemID(uuid); 3776 SetFromItemID(uuid);
3387 } 3777 }
3388 3778
3779 public void ResetOwnerChangeFlag()
3780 {
3781 ForEachPart(delegate(SceneObjectPart part)
3782 {
3783 part.ResetOwnerChangeFlag();
3784 });
3785 }
3786
3389 #endregion 3787 #endregion
3390 } 3788 }
3391} 3789}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 8a8a699..e7e3014 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -61,7 +61,8 @@ namespace OpenSim.Region.Framework.Scenes
61 TELEPORT = 512, 61 TELEPORT = 512,
62 REGION_RESTART = 1024, 62 REGION_RESTART = 1024,
63 MEDIA = 2048, 63 MEDIA = 2048,
64 ANIMATION = 16384 64 ANIMATION = 16384,
65 POSITION = 32768
65 } 66 }
66 67
67 // I don't really know where to put this except here. 68 // I don't really know where to put this except here.
@@ -145,10 +146,10 @@ namespace OpenSim.Region.Framework.Scenes
145 public Vector3 StatusSandboxPos; 146 public Vector3 StatusSandboxPos;
146 147
147 // TODO: This needs to be persisted in next XML version update! 148 // TODO: This needs to be persisted in next XML version update!
148 149 [XmlIgnore]
149 public readonly int[] PayPrice = {-2,-2,-2,-2,-2}; 150 public int[] PayPrice = {-2,-2,-2,-2,-2};
150 151
151 152 [XmlIgnore]
152 public PhysicsActor PhysActor 153 public PhysicsActor PhysActor
153 { 154 {
154 get { return m_physActor; } 155 get { return m_physActor; }
@@ -190,7 +191,15 @@ namespace OpenSim.Region.Framework.Scenes
190 191
191 public UUID FromFolderID; 192 public UUID FromFolderID;
192 193
193 194 // The following two are to hold the attachment data
195 // while an object is inworld
196 [XmlIgnore]
197 public byte AttachPoint = 0;
198
199 [XmlIgnore]
200 public Vector3 AttachOffset = Vector3.Zero;
201
202 [XmlIgnore]
194 public int STATUS_ROTATE_X; 203 public int STATUS_ROTATE_X;
195 204
196 205
@@ -285,6 +294,7 @@ namespace OpenSim.Region.Framework.Scenes
285 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 294 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
286 private Vector3 m_sitTargetPosition; 295 private Vector3 m_sitTargetPosition;
287 private string m_sitAnimation = "SIT"; 296 private string m_sitAnimation = "SIT";
297 private bool m_occupied; // KF if any av is sitting on this prim
288 private string m_text = String.Empty; 298 private string m_text = String.Empty;
289 private string m_touchName = String.Empty; 299 private string m_touchName = String.Empty;
290 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 300 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -374,7 +384,7 @@ namespace OpenSim.Region.Framework.Scenes
374 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 384 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
375 Quaternion rotationOffset, Vector3 offsetPosition) 385 Quaternion rotationOffset, Vector3 offsetPosition)
376 { 386 {
377 m_name = "Primitive"; 387 m_name = "Object";
378 388
379 Rezzed = DateTime.UtcNow; 389 Rezzed = DateTime.UtcNow;
380 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 390 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
@@ -430,7 +440,7 @@ namespace OpenSim.Region.Framework.Scenes
430 private uint _ownerMask = (uint)PermissionMask.All; 440 private uint _ownerMask = (uint)PermissionMask.All;
431 private uint _groupMask = (uint)PermissionMask.None; 441 private uint _groupMask = (uint)PermissionMask.None;
432 private uint _everyoneMask = (uint)PermissionMask.None; 442 private uint _everyoneMask = (uint)PermissionMask.None;
433 private uint _nextOwnerMask = (uint)PermissionMask.All; 443 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
434 private PrimFlags _flags = PrimFlags.None; 444 private PrimFlags _flags = PrimFlags.None;
435 private DateTime m_expires; 445 private DateTime m_expires;
436 private DateTime m_rezzed; 446 private DateTime m_rezzed;
@@ -529,12 +539,16 @@ namespace OpenSim.Region.Framework.Scenes
529 } 539 }
530 540
531 /// <value> 541 /// <value>
532 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 542 /// Get the inventory list
533 /// </value> 543 /// </value>
534 public TaskInventoryDictionary TaskInventory 544 public TaskInventoryDictionary TaskInventory
535 { 545 {
536 get { return m_inventory.Items; } 546 get {
537 set { m_inventory.Items = value; } 547 return m_inventory.Items;
548 }
549 set {
550 m_inventory.Items = value;
551 }
538 } 552 }
539 553
540 /// <summary> 554 /// <summary>
@@ -674,14 +688,12 @@ namespace OpenSim.Region.Framework.Scenes
674 set { m_LoopSoundSlavePrims = value; } 688 set { m_LoopSoundSlavePrims = value; }
675 } 689 }
676 690
677
678 public Byte[] TextureAnimation 691 public Byte[] TextureAnimation
679 { 692 {
680 get { return m_TextureAnimation; } 693 get { return m_TextureAnimation; }
681 set { m_TextureAnimation = value; } 694 set { m_TextureAnimation = value; }
682 } 695 }
683 696
684
685 public Byte[] ParticleSystem 697 public Byte[] ParticleSystem
686 { 698 {
687 get { return m_particleSystem; } 699 get { return m_particleSystem; }
@@ -718,9 +730,11 @@ namespace OpenSim.Region.Framework.Scenes
718 { 730 {
719 // If this is a linkset, we don't want the physics engine mucking up our group position here. 731 // If this is a linkset, we don't want the physics engine mucking up our group position here.
720 PhysicsActor actor = PhysActor; 732 PhysicsActor actor = PhysActor;
721 if (actor != null && _parentID == 0) 733 if (_parentID == 0)
722 { 734 {
723 m_groupPosition = actor.Position; 735 if (actor != null)
736 m_groupPosition = actor.Position;
737 return m_groupPosition;
724 } 738 }
725 739
726 if (IsAttachment) 740 if (IsAttachment)
@@ -730,12 +744,14 @@ namespace OpenSim.Region.Framework.Scenes
730 return sp.AbsolutePosition; 744 return sp.AbsolutePosition;
731 } 745 }
732 746
747 // use root prim's group position. Physics may have updated it
748 if (ParentGroup.RootPart != this)
749 m_groupPosition = ParentGroup.RootPart.GroupPosition;
733 return m_groupPosition; 750 return m_groupPosition;
734 } 751 }
735 set 752 set
736 { 753 {
737 m_groupPosition = value; 754 m_groupPosition = value;
738
739 PhysicsActor actor = PhysActor; 755 PhysicsActor actor = PhysActor;
740 if (actor != null) 756 if (actor != null)
741 { 757 {
@@ -755,25 +771,13 @@ namespace OpenSim.Region.Framework.Scenes
755 771
756 // Tell the physics engines that this prim changed. 772 // Tell the physics engines that this prim changed.
757 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 773 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
774
758 } 775 }
759 catch (Exception e) 776 catch (Exception e)
760 { 777 {
761 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 778 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
762 } 779 }
763 } 780 }
764
765 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
766 if (m_sitTargetAvatar != UUID.Zero)
767 {
768 if (m_parentGroup != null) // TODO can there be a SOP without a SOG?
769 {
770 ScenePresence avatar;
771 if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar))
772 {
773 avatar.ParentPosition = GetWorldPosition();
774 }
775 }
776 }
777 } 781 }
778 } 782 }
779 783
@@ -782,7 +786,8 @@ namespace OpenSim.Region.Framework.Scenes
782 get { return m_offsetPosition; } 786 get { return m_offsetPosition; }
783 set 787 set
784 { 788 {
785 StoreUndoState(); 789 Vector3 oldpos = m_offsetPosition;
790 StoreUndoState(UndoType.STATE_PRIM_POSITION);
786 m_offsetPosition = value; 791 m_offsetPosition = value;
787 792
788 if (ParentGroup != null && !ParentGroup.IsDeleted) 793 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -796,7 +801,22 @@ namespace OpenSim.Region.Framework.Scenes
796 // Tell the physics engines that this prim changed. 801 // Tell the physics engines that this prim changed.
797 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 802 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
798 } 803 }
804
805 if (!m_parentGroup.m_dupeInProgress)
806 {
807 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
808 foreach (ScenePresence av in avs)
809 {
810 if (av.LinkedPrim == m_uuid)
811 {
812 Vector3 offset = (m_offsetPosition - oldpos);
813 av.OffsetPosition += offset;
814 av.SendAvatarDataToAllAgents();
815 }
816 }
817 }
799 } 818 }
819 TriggerScriptChangedEvent(Changed.POSITION);
800 } 820 }
801 } 821 }
802 822
@@ -838,7 +858,7 @@ namespace OpenSim.Region.Framework.Scenes
838 858
839 set 859 set
840 { 860 {
841 StoreUndoState(); 861 StoreUndoState(UndoType.STATE_PRIM_ROTATION);
842 m_rotationOffset = value; 862 m_rotationOffset = value;
843 863
844 PhysicsActor actor = PhysActor; 864 PhysicsActor actor = PhysActor;
@@ -922,7 +942,16 @@ namespace OpenSim.Region.Framework.Scenes
922 /// <summary></summary> 942 /// <summary></summary>
923 public Vector3 Acceleration 943 public Vector3 Acceleration
924 { 944 {
925 get { return m_acceleration; } 945 get
946 {
947 PhysicsActor actor = PhysActor;
948 if (actor != null)
949 {
950 m_acceleration = actor.Acceleration;
951 }
952 return m_acceleration;
953 }
954
926 set { m_acceleration = value; } 955 set { m_acceleration = value; }
927 } 956 }
928 957
@@ -1013,7 +1042,7 @@ namespace OpenSim.Region.Framework.Scenes
1013 get { return m_shape.Scale; } 1042 get { return m_shape.Scale; }
1014 set 1043 set
1015 { 1044 {
1016 StoreUndoState(); 1045 StoreUndoState(UndoType.STATE_PRIM_SCALE);
1017 if (m_shape != null) 1046 if (m_shape != null)
1018 { 1047 {
1019 m_shape.Scale = value; 1048 m_shape.Scale = value;
@@ -1079,11 +1108,10 @@ namespace OpenSim.Region.Framework.Scenes
1079 1108
1080 public Vector3 AbsolutePosition 1109 public Vector3 AbsolutePosition
1081 { 1110 {
1082 get { 1111 get
1083 if (IsAttachment) 1112 {
1084 return GroupPosition; 1113 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1085 1114 }
1086 return m_offsetPosition + m_groupPosition; }
1087 } 1115 }
1088 1116
1089 public SceneObjectGroup ParentGroup 1117 public SceneObjectGroup ParentGroup
@@ -1242,6 +1270,13 @@ namespace OpenSim.Region.Framework.Scenes
1242 _flags = value; 1270 _flags = value;
1243 } 1271 }
1244 } 1272 }
1273
1274 [XmlIgnore]
1275 public bool IsOccupied // KF If an av is sittingon this prim
1276 {
1277 get { return m_occupied; }
1278 set { m_occupied = value; }
1279 }
1245 1280
1246 1281
1247 public UUID SitTargetAvatar 1282 public UUID SitTargetAvatar
@@ -1317,14 +1352,6 @@ namespace OpenSim.Region.Framework.Scenes
1317 } 1352 }
1318 } 1353 }
1319 1354
1320 /// <summary>
1321 /// Clear all pending updates of parts to clients
1322 /// </summary>
1323 private void ClearUpdateSchedule()
1324 {
1325 m_updateFlag = 0;
1326 }
1327
1328 private void SendObjectPropertiesToClient(UUID AgentID) 1355 private void SendObjectPropertiesToClient(UUID AgentID)
1329 { 1356 {
1330 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1357 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
@@ -1575,14 +1602,22 @@ namespace OpenSim.Region.Framework.Scenes
1575 // or flexible 1602 // or flexible
1576 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) 1603 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
1577 { 1604 {
1578 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( 1605 try
1579 string.Format("{0}/{1}", Name, UUID), 1606 {
1580 Shape, 1607 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
1581 AbsolutePosition, 1608 string.Format("{0}/{1}", Name, UUID),
1582 Scale, 1609 Shape,
1583 RotationOffset, 1610 AbsolutePosition,
1584 RigidBody); 1611 Scale,
1585 1612 RotationOffset,
1613 RigidBody);
1614 PhysActor.SetMaterial(Material);
1615 }
1616 catch
1617 {
1618 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
1619 PhysActor = null;
1620 }
1586 // Basic Physics returns null.. joy joy joy. 1621 // Basic Physics returns null.. joy joy joy.
1587 if (PhysActor != null) 1622 if (PhysActor != null)
1588 { 1623 {
@@ -1610,7 +1645,7 @@ namespace OpenSim.Region.Framework.Scenes
1610 { 1645 {
1611 m_redo.Clear(); 1646 m_redo.Clear();
1612 } 1647 }
1613 StoreUndoState(); 1648 StoreUndoState(UndoType.STATE_ALL);
1614 } 1649 }
1615 1650
1616 public byte ConvertScriptUintToByte(uint indata) 1651 public byte ConvertScriptUintToByte(uint indata)
@@ -1679,6 +1714,9 @@ namespace OpenSim.Region.Framework.Scenes
1679 1714
1680 // Move afterwards ResetIDs as it clears the localID 1715 // Move afterwards ResetIDs as it clears the localID
1681 dupe.LocalId = localID; 1716 dupe.LocalId = localID;
1717 if(dupe.PhysActor != null)
1718 dupe.PhysActor.LocalID = localID;
1719
1682 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1720 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1683 dupe._lastOwnerID = OwnerID; 1721 dupe._lastOwnerID = OwnerID;
1684 1722
@@ -1722,7 +1760,7 @@ namespace OpenSim.Region.Framework.Scenes
1722 PrimitiveBaseShape shape = PrimitiveBaseShape.Create(); 1760 PrimitiveBaseShape shape = PrimitiveBaseShape.Create();
1723 part.Shape = shape; 1761 part.Shape = shape;
1724 1762
1725 part.Name = "Primitive"; 1763 part.Name = "Object";
1726 part._ownerID = UUID.Random(); 1764 part._ownerID = UUID.Random();
1727 1765
1728 return part; 1766 return part;
@@ -2075,19 +2113,17 @@ namespace OpenSim.Region.Framework.Scenes
2075 public Vector3 GetWorldPosition() 2113 public Vector3 GetWorldPosition()
2076 { 2114 {
2077 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 2115 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
2078
2079 Vector3 axPos = OffsetPosition; 2116 Vector3 axPos = OffsetPosition;
2080
2081 axPos *= parentRot; 2117 axPos *= parentRot;
2082 Vector3 translationOffsetPosition = axPos; 2118 Vector3 translationOffsetPosition = axPos;
2083 2119 if(_parentID == 0)
2084// m_log.DebugFormat("[SCENE OBJECT PART]: Found group pos {0} for part {1}", GroupPosition, Name); 2120 {
2085 2121 return GroupPosition;
2086 Vector3 worldPos = GroupPosition + translationOffsetPosition; 2122 }
2087 2123 else
2088// m_log.DebugFormat("[SCENE OBJECT PART]: Found world pos {0} for part {1}", worldPos, Name); 2124 {
2089 2125 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
2090 return worldPos; 2126 }
2091 } 2127 }
2092 2128
2093 /// <summary> 2129 /// <summary>
@@ -2744,17 +2780,18 @@ namespace OpenSim.Region.Framework.Scenes
2744 //Trys to fetch sound id from prim's inventory. 2780 //Trys to fetch sound id from prim's inventory.
2745 //Prim's inventory doesn't support non script items yet 2781 //Prim's inventory doesn't support non script items yet
2746 2782
2747 lock (TaskInventory) 2783 TaskInventory.LockItemsForRead(true);
2784
2785 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2748 { 2786 {
2749 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2787 if (item.Value.Name == sound)
2750 { 2788 {
2751 if (item.Value.Name == sound) 2789 soundID = item.Value.ItemID;
2752 { 2790 break;
2753 soundID = item.Value.ItemID;
2754 break;
2755 }
2756 } 2791 }
2757 } 2792 }
2793
2794 TaskInventory.LockItemsForRead(false);
2758 } 2795 }
2759 2796
2760 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 2797 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -2814,7 +2851,7 @@ namespace OpenSim.Region.Framework.Scenes
2814 /// <param name="scale"></param> 2851 /// <param name="scale"></param>
2815 public void Resize(Vector3 scale) 2852 public void Resize(Vector3 scale)
2816 { 2853 {
2817 StoreUndoState(); 2854 StoreUndoState(UndoType.STATE_PRIM_SCALE);
2818 m_shape.Scale = scale; 2855 m_shape.Scale = scale;
2819 2856
2820 ParentGroup.HasGroupChanged = true; 2857 ParentGroup.HasGroupChanged = true;
@@ -2823,38 +2860,7 @@ namespace OpenSim.Region.Framework.Scenes
2823 2860
2824 public void RotLookAt(Quaternion target, float strength, float damping) 2861 public void RotLookAt(Quaternion target, float strength, float damping)
2825 { 2862 {
2826 rotLookAt(target, strength, damping); 2863 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2827 }
2828
2829 public void rotLookAt(Quaternion target, float strength, float damping)
2830 {
2831 if (IsAttachment)
2832 {
2833 /*
2834 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2835 if (avatar != null)
2836 {
2837 Rotate the Av?
2838 } */
2839 }
2840 else
2841 {
2842 APIDDamp = damping;
2843 APIDStrength = strength;
2844 APIDTarget = target;
2845 }
2846 }
2847
2848 public void startLookAt(Quaternion rot, float damp, float strength)
2849 {
2850 APIDDamp = damp;
2851 APIDStrength = strength;
2852 APIDTarget = rot;
2853 }
2854
2855 public void stopLookAt()
2856 {
2857 APIDTarget = Quaternion.Identity;
2858 } 2864 }
2859 2865
2860 /// <summary> 2866 /// <summary>
@@ -2866,7 +2872,10 @@ namespace OpenSim.Region.Framework.Scenes
2866 2872
2867 if (m_parentGroup != null) 2873 if (m_parentGroup != null)
2868 { 2874 {
2869 m_parentGroup.QueueForUpdateCheck(); 2875 if (!m_parentGroup.areUpdatesSuspended)
2876 {
2877 m_parentGroup.QueueForUpdateCheck();
2878 }
2870 } 2879 }
2871 2880
2872 int timeNow = Util.UnixTimeSinceEpoch(); 2881 int timeNow = Util.UnixTimeSinceEpoch();
@@ -3083,8 +3092,8 @@ namespace OpenSim.Region.Framework.Scenes
3083 { 3092 {
3084 const float ROTATION_TOLERANCE = 0.01f; 3093 const float ROTATION_TOLERANCE = 0.01f;
3085 const float VELOCITY_TOLERANCE = 0.001f; 3094 const float VELOCITY_TOLERANCE = 0.001f;
3086 const float POSITION_TOLERANCE = 0.05f; 3095 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
3087 const int TIME_MS_TOLERANCE = 3000; 3096 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
3088 3097
3089 if (m_updateFlag == 1) 3098 if (m_updateFlag == 1)
3090 { 3099 {
@@ -3098,7 +3107,7 @@ namespace OpenSim.Region.Framework.Scenes
3098 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3107 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
3099 { 3108 {
3100 AddTerseUpdateToAllAvatars(); 3109 AddTerseUpdateToAllAvatars();
3101 ClearUpdateSchedule(); 3110
3102 3111
3103 // This causes the Scene to 'poll' physical objects every couple of frames 3112 // This causes the Scene to 'poll' physical objects every couple of frames
3104 // bad, so it's been replaced by an event driven method. 3113 // bad, so it's been replaced by an event driven method.
@@ -3116,16 +3125,18 @@ namespace OpenSim.Region.Framework.Scenes
3116 m_lastAngularVelocity = AngularVelocity; 3125 m_lastAngularVelocity = AngularVelocity;
3117 m_lastTerseSent = Environment.TickCount; 3126 m_lastTerseSent = Environment.TickCount;
3118 } 3127 }
3128 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
3129 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
3119 } 3130 }
3120 else 3131 else
3121 { 3132 {
3122 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 3133 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
3123 { 3134 {
3124 AddFullUpdateToAllAvatars(); 3135 AddFullUpdateToAllAvatars();
3125 ClearUpdateSchedule(); 3136 m_updateFlag = 0; //Same here
3126 } 3137 }
3127 } 3138 }
3128 ClearUpdateSchedule(); 3139 m_updateFlag = 0;
3129 } 3140 }
3130 3141
3131 /// <summary> 3142 /// <summary>
@@ -3153,17 +3164,16 @@ namespace OpenSim.Region.Framework.Scenes
3153 if (!UUID.TryParse(sound, out soundID)) 3164 if (!UUID.TryParse(sound, out soundID))
3154 { 3165 {
3155 // search sound file from inventory 3166 // search sound file from inventory
3156 lock (TaskInventory) 3167 TaskInventory.LockItemsForRead(true);
3168 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3157 { 3169 {
3158 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3170 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3159 { 3171 {
3160 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3172 soundID = item.Value.ItemID;
3161 { 3173 break;
3162 soundID = item.Value.ItemID;
3163 break;
3164 }
3165 } 3174 }
3166 } 3175 }
3176 TaskInventory.LockItemsForRead(false);
3167 } 3177 }
3168 3178
3169 if (soundID == UUID.Zero) 3179 if (soundID == UUID.Zero)
@@ -3593,7 +3603,7 @@ namespace OpenSim.Region.Framework.Scenes
3593 3603
3594 public void StopLookAt() 3604 public void StopLookAt()
3595 { 3605 {
3596 m_parentGroup.stopLookAt(); 3606 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3597 3607
3598 m_parentGroup.ScheduleGroupForTerseUpdate(); 3608 m_parentGroup.ScheduleGroupForTerseUpdate();
3599 } 3609 }
@@ -3620,10 +3630,9 @@ namespace OpenSim.Region.Framework.Scenes
3620 m_parentGroup.ScheduleGroupForTerseUpdate(); 3630 m_parentGroup.ScheduleGroupForTerseUpdate();
3621 //m_parentGroup.ScheduleGroupForFullUpdate(); 3631 //m_parentGroup.ScheduleGroupForFullUpdate();
3622 } 3632 }
3623 3633 public void StoreUndoState(UndoType type)
3624 public void StoreUndoState()
3625 { 3634 {
3626 if (!Undoing) 3635 if (!Undoing && (m_parentGroup == null || m_parentGroup.RootPart == null || !m_parentGroup.RootPart.Undoing))
3627 { 3636 {
3628 if (!IgnoreUndoUpdate) 3637 if (!IgnoreUndoUpdate)
3629 { 3638 {
@@ -3634,17 +3643,25 @@ namespace OpenSim.Region.Framework.Scenes
3634 if (m_undo.Count > 0) 3643 if (m_undo.Count > 0)
3635 { 3644 {
3636 UndoState last = m_undo.Peek(); 3645 UndoState last = m_undo.Peek();
3637 if (last != null) 3646
3638 {
3639 if (last.Compare(this))
3640 return;
3641 }
3642 } 3647 }
3643 3648
3644 if (m_parentGroup.GetSceneMaxUndo() > 0) 3649 if (m_parentGroup.GetSceneMaxUndo() > 0)
3645 { 3650 {
3646 UndoState nUndo = new UndoState(this); 3651 UndoState lastUndo = m_undo.Peek();
3647 3652
3653 UndoState nUndo = new UndoState(this, type);
3654
3655 if (lastUndo != null)
3656 {
3657 TimeSpan ts = DateTime.Now.Subtract(lastUndo.LastUpdated);
3658 if (ts.TotalMilliseconds < 500)
3659 {
3660 //Delete the last entry since it was less than 500 milliseconds ago
3661 nUndo.Merge(lastUndo);
3662 m_undo.Pop();
3663 }
3664 }
3648 m_undo.Push(nUndo); 3665 m_undo.Push(nUndo);
3649 } 3666 }
3650 3667
@@ -4121,11 +4138,13 @@ namespace OpenSim.Region.Framework.Scenes
4121 if (m_undo.Count > 0) 4138 if (m_undo.Count > 0)
4122 { 4139 {
4123 UndoState nUndo = null; 4140 UndoState nUndo = null;
4141 UndoState goback = m_undo.Pop();
4124 if (m_parentGroup.GetSceneMaxUndo() > 0) 4142 if (m_parentGroup.GetSceneMaxUndo() > 0)
4125 { 4143 {
4126 nUndo = new UndoState(this); 4144 nUndo = new UndoState(this, goback.Type);
4127 } 4145 }
4128 UndoState goback = m_undo.Pop(); 4146
4147
4129 if (goback != null) 4148 if (goback != null)
4130 { 4149 {
4131 goback.PlaybackState(this); 4150 goback.PlaybackState(this);
@@ -4140,13 +4159,13 @@ namespace OpenSim.Region.Framework.Scenes
4140 { 4159 {
4141 lock (m_redo) 4160 lock (m_redo)
4142 { 4161 {
4162 UndoState gofwd = m_redo.Pop();
4143 if (m_parentGroup.GetSceneMaxUndo() > 0) 4163 if (m_parentGroup.GetSceneMaxUndo() > 0)
4144 { 4164 {
4145 UndoState nUndo = new UndoState(this); 4165 UndoState nUndo = new UndoState(this, gofwd.Type);
4146 4166
4147 m_undo.Push(nUndo); 4167 m_undo.Push(nUndo);
4148 } 4168 }
4149 UndoState gofwd = m_redo.Pop();
4150 if (gofwd != null) 4169 if (gofwd != null)
4151 gofwd.PlayfwdState(this); 4170 gofwd.PlayfwdState(this);
4152 } 4171 }
@@ -4410,6 +4429,7 @@ namespace OpenSim.Region.Framework.Scenes
4410 Scale, 4429 Scale,
4411 RotationOffset, 4430 RotationOffset,
4412 UsePhysics); 4431 UsePhysics);
4432 PhysActor.SetMaterial(Material);
4413 4433
4414 pa = PhysActor; 4434 pa = PhysActor;
4415 if (pa != null) 4435 if (pa != null)
@@ -4595,8 +4615,9 @@ namespace OpenSim.Region.Framework.Scenes
4595 { 4615 {
4596 m_shape.TextureEntry = textureEntry; 4616 m_shape.TextureEntry = textureEntry;
4597 TriggerScriptChangedEvent(Changed.TEXTURE); 4617 TriggerScriptChangedEvent(Changed.TEXTURE);
4598 4618 m_updateFlag = 1;
4599 ParentGroup.HasGroupChanged = true; 4619 ParentGroup.HasGroupChanged = true;
4620
4600 //This is madness.. 4621 //This is madness..
4601 //ParentGroup.ScheduleGroupForFullUpdate(); 4622 //ParentGroup.ScheduleGroupForFullUpdate();
4602 //This is sparta 4623 //This is sparta
@@ -4829,5 +4850,17 @@ namespace OpenSim.Region.Framework.Scenes
4829 Color color = Color; 4850 Color color = Color;
4830 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4851 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4831 } 4852 }
4853
4854 public void ResetOwnerChangeFlag()
4855 {
4856 List<UUID> inv = Inventory.GetInventoryList();
4857
4858 foreach (UUID itemID in inv)
4859 {
4860 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4861 item.OwnerChanged = false;
4862 Inventory.UpdateInventoryItem(item, false, false);
4863 }
4864 }
4832 } 4865 }
4833} 4866}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 3b60f8c..56680df 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -48,6 +48,9 @@ namespace OpenSim.Region.Framework.Scenes
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private byte[] m_inventoryFileData = new byte[0]; 49 private byte[] m_inventoryFileData = new byte[0];
50 private uint m_inventoryFileNameSerial = 0; 50 private uint m_inventoryFileNameSerial = 0;
51 private bool m_inventoryPrivileged = false;
52
53 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
51 54
52 /// <value> 55 /// <value>
53 /// The part to which the inventory belongs. 56 /// The part to which the inventory belongs.
@@ -84,11 +87,14 @@ namespace OpenSim.Region.Framework.Scenes
84 /// </value> 87 /// </value>
85 protected internal TaskInventoryDictionary Items 88 protected internal TaskInventoryDictionary Items
86 { 89 {
87 get { return m_items; } 90 get {
91 return m_items;
92 }
88 set 93 set
89 { 94 {
90 m_items = value; 95 m_items = value;
91 m_inventorySerial++; 96 m_inventorySerial++;
97 QueryScriptStates();
92 } 98 }
93 } 99 }
94 100
@@ -120,39 +126,45 @@ namespace OpenSim.Region.Framework.Scenes
120 /// <param name="linkNum">Link number for the part</param> 126 /// <param name="linkNum">Link number for the part</param>
121 public void ResetInventoryIDs() 127 public void ResetInventoryIDs()
122 { 128 {
123 if (null == m_part || null == m_part.ParentGroup) 129 m_items.LockItemsForWrite(true);
124 return; 130
125 131 if (Items.Count == 0)
126 lock (m_items)
127 { 132 {
128 if (0 == m_items.Count) 133 m_items.LockItemsForWrite(false);
129 return; 134 return;
135 }
130 136
131 IList<TaskInventoryItem> items = GetInventoryItems(); 137 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
132 m_items.Clear(); 138 Items.Clear();
133 139
134 foreach (TaskInventoryItem item in items) 140 foreach (TaskInventoryItem item in items)
135 { 141 {
136 item.ResetIDs(m_part.UUID); 142 item.ResetIDs(m_part.UUID);
137 m_items.Add(item.ItemID, item); 143 Items.Add(item.ItemID, item);
138 }
139 } 144 }
145 m_items.LockItemsForWrite(false);
140 } 146 }
141 147
142 public void ResetObjectID() 148 public void ResetObjectID()
143 { 149 {
144 lock (Items) 150 m_items.LockItemsForWrite(true);
151
152 if (Items.Count == 0)
145 { 153 {
146 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 154 m_items.LockItemsForWrite(false);
147 Items.Clear(); 155 return;
148 156 }
149 foreach (TaskInventoryItem item in items) 157
150 { 158 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
151 item.ParentPartID = m_part.UUID; 159 Items.Clear();
152 item.ParentID = m_part.UUID; 160
153 Items.Add(item.ItemID, item); 161 foreach (TaskInventoryItem item in items)
154 } 162 {
163 item.ParentPartID = m_part.UUID;
164 item.ParentID = m_part.UUID;
165 Items.Add(item.ItemID, item);
155 } 166 }
167 m_items.LockItemsForWrite(false);
156 } 168 }
157 169
158 /// <summary> 170 /// <summary>
@@ -161,12 +173,11 @@ namespace OpenSim.Region.Framework.Scenes
161 /// <param name="ownerId"></param> 173 /// <param name="ownerId"></param>
162 public void ChangeInventoryOwner(UUID ownerId) 174 public void ChangeInventoryOwner(UUID ownerId)
163 { 175 {
164 lock (Items) 176 m_items.LockItemsForWrite(true);
177 if (0 == Items.Count)
165 { 178 {
166 if (0 == Items.Count) 179 m_items.LockItemsForWrite(false);
167 { 180 return;
168 return;
169 }
170 } 181 }
171 182
172 HasInventoryChanged = true; 183 HasInventoryChanged = true;
@@ -182,6 +193,7 @@ namespace OpenSim.Region.Framework.Scenes
182 item.PermsGranter = UUID.Zero; 193 item.PermsGranter = UUID.Zero;
183 item.OwnerChanged = true; 194 item.OwnerChanged = true;
184 } 195 }
196 m_items.LockItemsForWrite(false);
185 } 197 }
186 198
187 /// <summary> 199 /// <summary>
@@ -190,12 +202,11 @@ namespace OpenSim.Region.Framework.Scenes
190 /// <param name="groupID"></param> 202 /// <param name="groupID"></param>
191 public void ChangeInventoryGroup(UUID groupID) 203 public void ChangeInventoryGroup(UUID groupID)
192 { 204 {
193 lock (Items) 205 m_items.LockItemsForWrite(true);
206 if (0 == Items.Count)
194 { 207 {
195 if (0 == Items.Count) 208 m_items.LockItemsForWrite(false);
196 { 209 return;
197 return;
198 }
199 } 210 }
200 211
201 // Don't let this set the HasGroupChanged flag for attachments 212 // Don't let this set the HasGroupChanged flag for attachments
@@ -207,12 +218,45 @@ namespace OpenSim.Region.Framework.Scenes
207 m_part.ParentGroup.HasGroupChanged = true; 218 m_part.ParentGroup.HasGroupChanged = true;
208 } 219 }
209 220
210 List<TaskInventoryItem> items = GetInventoryItems(); 221 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
211 foreach (TaskInventoryItem item in items) 222 foreach (TaskInventoryItem item in items)
212 { 223 {
213 if (groupID != item.GroupID) 224 if (groupID != item.GroupID)
225 {
214 item.GroupID = groupID; 226 item.GroupID = groupID;
227 }
215 } 228 }
229 m_items.LockItemsForWrite(false);
230 }
231
232 private void QueryScriptStates()
233 {
234 if (m_part == null || m_part.ParentGroup == null)
235 return;
236
237 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
238 if (engines == null) // No engine at all
239 return;
240
241 Items.LockItemsForRead(true);
242 foreach (TaskInventoryItem item in Items.Values)
243 {
244 if (item.InvType == (int)InventoryType.LSL)
245 {
246 foreach (IScriptModule e in engines)
247 {
248 bool running;
249
250 if (e.HasScript(item.ItemID, out running))
251 {
252 item.ScriptRunning = running;
253 break;
254 }
255 }
256 }
257 }
258
259 Items.LockItemsForRead(false);
216 } 260 }
217 261
218 /// <summary> 262 /// <summary>
@@ -220,9 +264,14 @@ namespace OpenSim.Region.Framework.Scenes
220 /// </summary> 264 /// </summary>
221 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 265 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
222 { 266 {
223 List<TaskInventoryItem> scripts = GetInventoryScripts(); 267 Items.LockItemsForRead(true);
224 foreach (TaskInventoryItem item in scripts) 268 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
225 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 269 Items.LockItemsForRead(false);
270 foreach (TaskInventoryItem item in items)
271 {
272 if ((int)InventoryType.LSL == item.InvType)
273 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
274 }
226 } 275 }
227 276
228 public ArrayList GetScriptErrors(UUID itemID) 277 public ArrayList GetScriptErrors(UUID itemID)
@@ -255,9 +304,18 @@ namespace OpenSim.Region.Framework.Scenes
255 /// </param> 304 /// </param>
256 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 305 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
257 { 306 {
258 List<TaskInventoryItem> scripts = GetInventoryScripts(); 307 Items.LockItemsForRead(true);
259 foreach (TaskInventoryItem item in scripts) 308 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
260 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 309 Items.LockItemsForRead(false);
310
311 foreach (TaskInventoryItem item in items)
312 {
313 if ((int)InventoryType.LSL == item.InvType)
314 {
315 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
316 m_part.RemoveScriptEvents(item.ItemID);
317 }
318 }
261 } 319 }
262 320
263 /// <summary> 321 /// <summary>
@@ -273,7 +331,10 @@ namespace OpenSim.Region.Framework.Scenes
273 // item.Name, item.ItemID, Name, UUID); 331 // item.Name, item.ItemID, Name, UUID);
274 332
275 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 333 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
334 {
335 StoreScriptError(item.ItemID, "no permission");
276 return; 336 return;
337 }
277 338
278 m_part.AddFlag(PrimFlags.Scripted); 339 m_part.AddFlag(PrimFlags.Scripted);
279 340
@@ -282,14 +343,13 @@ namespace OpenSim.Region.Framework.Scenes
282 if (stateSource == 2 && // Prim crossing 343 if (stateSource == 2 && // Prim crossing
283 m_part.ParentGroup.Scene.m_trustBinaries) 344 m_part.ParentGroup.Scene.m_trustBinaries)
284 { 345 {
285 lock (m_items) 346 m_items.LockItemsForWrite(true);
286 { 347 m_items[item.ItemID].PermsMask = 0;
287 m_items[item.ItemID].PermsMask = 0; 348 m_items[item.ItemID].PermsGranter = UUID.Zero;
288 m_items[item.ItemID].PermsGranter = UUID.Zero; 349 m_items.LockItemsForWrite(false);
289 }
290
291 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 350 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
292 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 351 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
352 StoreScriptErrors(item.ItemID, null);
293 m_part.ParentGroup.AddActiveScriptCount(1); 353 m_part.ParentGroup.AddActiveScriptCount(1);
294 m_part.ScheduleFullUpdate(); 354 m_part.ScheduleFullUpdate();
295 return; 355 return;
@@ -298,6 +358,8 @@ namespace OpenSim.Region.Framework.Scenes
298 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 358 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
299 if (null == asset) 359 if (null == asset)
300 { 360 {
361 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
362 StoreScriptError(item.ItemID, msg);
301 m_log.ErrorFormat( 363 m_log.ErrorFormat(
302 "[PRIM INVENTORY]: " + 364 "[PRIM INVENTORY]: " +
303 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 365 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -309,15 +371,20 @@ namespace OpenSim.Region.Framework.Scenes
309 if (m_part.ParentGroup.m_savedScriptState != null) 371 if (m_part.ParentGroup.m_savedScriptState != null)
310 RestoreSavedScriptState(item.OldItemID, item.ItemID); 372 RestoreSavedScriptState(item.OldItemID, item.ItemID);
311 373
312 lock (m_items) 374 m_items.LockItemsForWrite(true);
313 { 375
314 m_items[item.ItemID].PermsMask = 0; 376 m_items[item.ItemID].PermsMask = 0;
315 m_items[item.ItemID].PermsGranter = UUID.Zero; 377 m_items[item.ItemID].PermsGranter = UUID.Zero;
316 } 378
379 m_items.LockItemsForWrite(false);
317 380
318 string script = Utils.BytesToString(asset.Data); 381 string script = Utils.BytesToString(asset.Data);
319 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 382 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
320 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 383 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
384 StoreScriptErrors(item.ItemID, null);
385 if (!item.ScriptRunning)
386 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
387 m_part.LocalId, item.ItemID);
321 m_part.ParentGroup.AddActiveScriptCount(1); 388 m_part.ParentGroup.AddActiveScriptCount(1);
322 m_part.ScheduleFullUpdate(); 389 m_part.ScheduleFullUpdate();
323 } 390 }
@@ -381,21 +448,145 @@ namespace OpenSim.Region.Framework.Scenes
381 448
382 /// <summary> 449 /// <summary>
383 /// Start a script which is in this prim's inventory. 450 /// Start a script which is in this prim's inventory.
451 /// Some processing may occur in the background, but this routine returns asap.
384 /// </summary> 452 /// </summary>
385 /// <param name="itemId"> 453 /// <param name="itemId">
386 /// A <see cref="UUID"/> 454 /// A <see cref="UUID"/>
387 /// </param> 455 /// </param>
388 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 456 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
389 { 457 {
390 TaskInventoryItem item = GetInventoryItem(itemId); 458 lock (m_scriptErrors)
391 if (item != null) 459 {
392 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 460 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
461 m_scriptErrors.Remove(itemId);
462 }
463 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
464 }
465
466 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
467 {
468 m_items.LockItemsForRead(true);
469 if (m_items.ContainsKey(itemId))
470 {
471 if (m_items.ContainsKey(itemId))
472 {
473 m_items.LockItemsForRead(false);
474 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
475 }
476 else
477 {
478 m_items.LockItemsForRead(false);
479 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
480 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
481 StoreScriptError(itemId, msg);
482 m_log.ErrorFormat(
483 "[PRIM INVENTORY]: " +
484 "Couldn't start script with ID {0} since it {1}", itemId, msg);
485 }
486 }
393 else 487 else
488 {
489 m_items.LockItemsForRead(false);
490 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
491 StoreScriptError(itemId, msg);
394 m_log.ErrorFormat( 492 m_log.ErrorFormat(
395 "[PRIM INVENTORY]: " + 493 "[PRIM INVENTORY]: " +
396 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 494 "Couldn't start script with ID {0} since it {1}", itemId, msg);
397 itemId, m_part.Name, m_part.UUID, 495 }
398 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 496
497 }
498
499 /// <summary>
500 /// Start a script which is in this prim's inventory and return any compilation error messages.
501 /// </summary>
502 /// <param name="itemId">
503 /// A <see cref="UUID"/>
504 /// </param>
505 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
506 {
507 ArrayList errors;
508
509 // Indicate to CreateScriptInstanceInternal() we want it to
510 // post any compilation/loading error messages
511 lock (m_scriptErrors)
512 {
513 m_scriptErrors[itemId] = null;
514 }
515
516 // Perform compilation/loading
517 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
518
519 // Wait for and retrieve any errors
520 lock (m_scriptErrors)
521 {
522 while ((errors = m_scriptErrors[itemId]) == null)
523 {
524 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
525 {
526 m_log.ErrorFormat(
527 "[PRIM INVENTORY]: " +
528 "timedout waiting for script {0} errors", itemId);
529 errors = m_scriptErrors[itemId];
530 if (errors == null)
531 {
532 errors = new ArrayList(1);
533 errors.Add("timedout waiting for errors");
534 }
535 break;
536 }
537 }
538 m_scriptErrors.Remove(itemId);
539 }
540 return errors;
541 }
542
543 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
544 private void StoreScriptErrors(UUID itemId, ArrayList errors)
545 {
546 lock (m_scriptErrors)
547 {
548 // If compilation/loading initiated via CreateScriptInstance(),
549 // it does not want the errors, so just get out
550 if (!m_scriptErrors.ContainsKey(itemId))
551 {
552 return;
553 }
554
555 // Initiated via CreateScriptInstanceEr(), if we know what the
556 // errors are, save them and wake CreateScriptInstanceEr().
557 if (errors != null)
558 {
559 m_scriptErrors[itemId] = errors;
560 System.Threading.Monitor.PulseAll(m_scriptErrors);
561 return;
562 }
563 }
564
565 // Initiated via CreateScriptInstanceEr() but we don't know what
566 // the errors are yet, so retrieve them from the script engine.
567 // This may involve some waiting internal to GetScriptErrors().
568 errors = GetScriptErrors(itemId);
569
570 // Get a default non-null value to indicate success.
571 if (errors == null)
572 {
573 errors = new ArrayList();
574 }
575
576 // Post to CreateScriptInstanceEr() and wake it up
577 lock (m_scriptErrors)
578 {
579 m_scriptErrors[itemId] = errors;
580 System.Threading.Monitor.PulseAll(m_scriptErrors);
581 }
582 }
583
584 // Like StoreScriptErrors(), but just posts a single string message
585 private void StoreScriptError(UUID itemId, string message)
586 {
587 ArrayList errors = new ArrayList(1);
588 errors.Add(message);
589 StoreScriptErrors(itemId, errors);
399 } 590 }
400 591
401 /// <summary> 592 /// <summary>
@@ -408,15 +599,7 @@ namespace OpenSim.Region.Framework.Scenes
408 /// </param> 599 /// </param>
409 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 600 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
410 { 601 {
411 bool scriptPresent = false; 602 if (m_items.ContainsKey(itemId))
412
413 lock (m_items)
414 {
415 if (m_items.ContainsKey(itemId))
416 scriptPresent = true;
417 }
418
419 if (scriptPresent)
420 { 603 {
421 if (!sceneObjectBeingDeleted) 604 if (!sceneObjectBeingDeleted)
422 m_part.RemoveScriptEvents(itemId); 605 m_part.RemoveScriptEvents(itemId);
@@ -441,14 +624,16 @@ namespace OpenSim.Region.Framework.Scenes
441 /// <returns></returns> 624 /// <returns></returns>
442 private bool InventoryContainsName(string name) 625 private bool InventoryContainsName(string name)
443 { 626 {
444 lock (m_items) 627 m_items.LockItemsForRead(true);
628 foreach (TaskInventoryItem item in m_items.Values)
445 { 629 {
446 foreach (TaskInventoryItem item in m_items.Values) 630 if (item.Name == name)
447 { 631 {
448 if (item.Name == name) 632 m_items.LockItemsForRead(false);
449 return true; 633 return true;
450 } 634 }
451 } 635 }
636 m_items.LockItemsForRead(false);
452 return false; 637 return false;
453 } 638 }
454 639
@@ -490,8 +675,9 @@ namespace OpenSim.Region.Framework.Scenes
490 /// <param name="item"></param> 675 /// <param name="item"></param>
491 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 676 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
492 { 677 {
493 List<TaskInventoryItem> il = GetInventoryItems(); 678 m_items.LockItemsForRead(true);
494 679 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
680 m_items.LockItemsForRead(false);
495 foreach (TaskInventoryItem i in il) 681 foreach (TaskInventoryItem i in il)
496 { 682 {
497 if (i.Name == item.Name) 683 if (i.Name == item.Name)
@@ -529,14 +715,14 @@ namespace OpenSim.Region.Framework.Scenes
529 item.Name = name; 715 item.Name = name;
530 item.GroupID = m_part.GroupID; 716 item.GroupID = m_part.GroupID;
531 717
532 lock (m_items) 718 m_items.LockItemsForWrite(true);
533 m_items.Add(item.ItemID, item); 719 m_items.Add(item.ItemID, item);
534 720 m_items.LockItemsForWrite(false);
535 if (allowedDrop) 721 if (allowedDrop)
536 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 722 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
537 else 723 else
538 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 724 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
539 725
540 m_inventorySerial++; 726 m_inventorySerial++;
541 //m_inventorySerial += 2; 727 //m_inventorySerial += 2;
542 HasInventoryChanged = true; 728 HasInventoryChanged = true;
@@ -552,15 +738,15 @@ namespace OpenSim.Region.Framework.Scenes
552 /// <param name="items"></param> 738 /// <param name="items"></param>
553 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 739 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
554 { 740 {
555 lock (m_items) 741 m_items.LockItemsForWrite(true);
742 foreach (TaskInventoryItem item in items)
556 { 743 {
557 foreach (TaskInventoryItem item in items) 744 m_items.Add(item.ItemID, item);
558 { 745// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
559 m_items.Add(item.ItemID, item);
560// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
561 }
562 m_inventorySerial++;
563 } 746 }
747 m_items.LockItemsForWrite(false);
748
749 m_inventorySerial++;
564 } 750 }
565 751
566 /// <summary> 752 /// <summary>
@@ -571,10 +757,9 @@ namespace OpenSim.Region.Framework.Scenes
571 public TaskInventoryItem GetInventoryItem(UUID itemId) 757 public TaskInventoryItem GetInventoryItem(UUID itemId)
572 { 758 {
573 TaskInventoryItem item; 759 TaskInventoryItem item;
574 760 m_items.LockItemsForRead(true);
575 lock (m_items) 761 m_items.TryGetValue(itemId, out item);
576 m_items.TryGetValue(itemId, out item); 762 m_items.LockItemsForRead(false);
577
578 return item; 763 return item;
579 } 764 }
580 765
@@ -590,15 +775,16 @@ namespace OpenSim.Region.Framework.Scenes
590 { 775 {
591 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 776 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
592 777
593 lock (m_items) 778 m_items.LockItemsForRead(true);
779
780 foreach (TaskInventoryItem item in m_items.Values)
594 { 781 {
595 foreach (TaskInventoryItem item in m_items.Values) 782 if (item.Name == name)
596 { 783 items.Add(item);
597 if (item.Name == name)
598 items.Add(item);
599 }
600 } 784 }
601 785
786 m_items.LockItemsForRead(false);
787
602 return items; 788 return items;
603 } 789 }
604 790
@@ -617,6 +803,9 @@ namespace OpenSim.Region.Framework.Scenes
617 string xmlData = Utils.BytesToString(rezAsset.Data); 803 string xmlData = Utils.BytesToString(rezAsset.Data);
618 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 804 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
619 805
806 group.RootPart.AttachPoint = group.RootPart.Shape.State;
807 group.RootPart.AttachOffset = group.AbsolutePosition;
808
620 group.ResetIDs(); 809 group.ResetIDs();
621 810
622 SceneObjectPart rootPart = group.GetChildPart(group.UUID); 811 SceneObjectPart rootPart = group.GetChildPart(group.UUID);
@@ -691,8 +880,9 @@ namespace OpenSim.Region.Framework.Scenes
691 880
692 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 881 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
693 { 882 {
694 TaskInventoryItem it = GetInventoryItem(item.ItemID); 883 m_items.LockItemsForWrite(true);
695 if (it != null) 884
885 if (m_items.ContainsKey(item.ItemID))
696 { 886 {
697// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 887// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
698 888
@@ -705,14 +895,10 @@ namespace OpenSim.Region.Framework.Scenes
705 item.GroupID = m_part.GroupID; 895 item.GroupID = m_part.GroupID;
706 896
707 if (item.AssetID == UUID.Zero) 897 if (item.AssetID == UUID.Zero)
708 item.AssetID = it.AssetID; 898 item.AssetID = m_items[item.ItemID].AssetID;
709 899
710 lock (m_items) 900 m_items[item.ItemID] = item;
711 { 901 m_inventorySerial++;
712 m_items[item.ItemID] = item;
713 m_inventorySerial++;
714 }
715
716 if (fireScriptEvents) 902 if (fireScriptEvents)
717 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 903 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
718 904
@@ -721,7 +907,7 @@ namespace OpenSim.Region.Framework.Scenes
721 HasInventoryChanged = true; 907 HasInventoryChanged = true;
722 m_part.ParentGroup.HasGroupChanged = true; 908 m_part.ParentGroup.HasGroupChanged = true;
723 } 909 }
724 910 m_items.LockItemsForWrite(false);
725 return true; 911 return true;
726 } 912 }
727 else 913 else
@@ -732,8 +918,9 @@ namespace OpenSim.Region.Framework.Scenes
732 item.ItemID, m_part.Name, m_part.UUID, 918 item.ItemID, m_part.Name, m_part.UUID,
733 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 919 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
734 } 920 }
735 return false; 921 m_items.LockItemsForWrite(false);
736 922
923 return false;
737 } 924 }
738 925
739 /// <summary> 926 /// <summary>
@@ -744,107 +931,68 @@ namespace OpenSim.Region.Framework.Scenes
744 /// in this prim's inventory.</returns> 931 /// in this prim's inventory.</returns>
745 public int RemoveInventoryItem(UUID itemID) 932 public int RemoveInventoryItem(UUID itemID)
746 { 933 {
747 TaskInventoryItem item = GetInventoryItem(itemID); 934 m_items.LockItemsForRead(true);
748 if (item != null) 935
936 if (m_items.ContainsKey(itemID))
749 { 937 {
750 int type = m_items[itemID].InvType; 938 int type = m_items[itemID].InvType;
939 m_items.LockItemsForRead(false);
751 if (type == 10) // Script 940 if (type == 10) // Script
752 { 941 {
753 m_part.RemoveScriptEvents(itemID);
754 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 942 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
755 } 943 }
944 m_items.LockItemsForWrite(true);
756 m_items.Remove(itemID); 945 m_items.Remove(itemID);
946 m_items.LockItemsForWrite(false);
757 m_inventorySerial++; 947 m_inventorySerial++;
758 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 948 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
759 949
760 HasInventoryChanged = true; 950 HasInventoryChanged = true;
761 m_part.ParentGroup.HasGroupChanged = true; 951 m_part.ParentGroup.HasGroupChanged = true;
762 952
763 if (!ContainsScripts()) 953 int scriptcount = 0;
954 m_items.LockItemsForRead(true);
955 foreach (TaskInventoryItem item in m_items.Values)
956 {
957 if (item.Type == 10)
958 {
959 scriptcount++;
960 }
961 }
962 m_items.LockItemsForRead(false);
963
964
965 if (scriptcount <= 0)
966 {
764 m_part.RemFlag(PrimFlags.Scripted); 967 m_part.RemFlag(PrimFlags.Scripted);
968 }
765 969
766 m_part.ScheduleFullUpdate(); 970 m_part.ScheduleFullUpdate();
767 971
768 return type; 972 return type;
769
770 } 973 }
771 else 974 else
772 { 975 {
976 m_items.LockItemsForRead(false);
773 m_log.ErrorFormat( 977 m_log.ErrorFormat(
774 "[PRIM INVENTORY]: " + 978 "[PRIM INVENTORY]: " +
775 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 979 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
776 itemID, m_part.Name, m_part.UUID, 980 itemID, m_part.Name, m_part.UUID);
777 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
778 } 981 }
779 982
780 return -1; 983 return -1;
781 } 984 }
782 985
783 private bool CreateInventoryFile() 986 private bool CreateInventoryFileName()
784 { 987 {
785 if (m_inventoryFileName == String.Empty || 988 if (m_inventoryFileName == String.Empty ||
786 m_inventoryFileNameSerial < m_inventorySerial) 989 m_inventoryFileNameSerial < m_inventorySerial)
787 { 990 {
788 // Something changed, we need to create a new file
789 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 991 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
790 m_inventoryFileNameSerial = m_inventorySerial; 992 m_inventoryFileNameSerial = m_inventorySerial;
791
792 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
793
794 lock (m_items)
795 {
796 foreach (TaskInventoryItem item in m_items.Values)
797 {
798 UUID ownerID = item.OwnerID;
799 uint everyoneMask = 0;
800 uint baseMask = item.BasePermissions;
801 uint ownerMask = item.CurrentPermissions;
802 uint groupMask = item.GroupPermissions;
803
804 invString.AddItemStart();
805 invString.AddNameValueLine("item_id", item.ItemID.ToString());
806 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
807
808 invString.AddPermissionsStart();
809
810 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
811 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
812 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
813 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
814 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
815
816 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
817 invString.AddNameValueLine("owner_id", ownerID.ToString());
818
819 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
820
821 invString.AddNameValueLine("group_id", item.GroupID.ToString());
822 invString.AddSectionEnd();
823
824 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
825 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]);
826 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]);
827 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
828
829 invString.AddSaleStart();
830 invString.AddNameValueLine("sale_type", "not");
831 invString.AddNameValueLine("sale_price", "0");
832 invString.AddSectionEnd();
833
834 invString.AddNameValueLine("name", item.Name + "|");
835 invString.AddNameValueLine("desc", item.Description + "|");
836
837 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
838 invString.AddSectionEnd();
839 }
840 }
841
842 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
843
844 return true; 993 return true;
845 } 994 }
846 995
847 // No need to recreate, the existing file is fine
848 return false; 996 return false;
849 } 997 }
850 998
@@ -854,26 +1002,99 @@ namespace OpenSim.Region.Framework.Scenes
854 /// <param name="xferManager"></param> 1002 /// <param name="xferManager"></param>
855 public void RequestInventoryFile(IClientAPI client, IXfer xferManager) 1003 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
856 { 1004 {
857 CreateInventoryFile(); 1005 bool changed = CreateInventoryFileName();
1006
1007 bool includeAssets = false;
1008 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1009 includeAssets = true;
1010
1011 if (m_inventoryPrivileged != includeAssets)
1012 changed = true;
1013
1014 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1015
1016 Items.LockItemsForRead(true);
858 1017
859 if (m_inventorySerial == 0) // No inventory 1018 if (m_inventorySerial == 0) // No inventory
860 { 1019 {
861 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1020 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1021 Items.LockItemsForRead(false);
862 return; 1022 return;
863 } 1023 }
864 1024
865 // In principle, we should only do the rest if the inventory changed; 1025 if (!changed)
866 // by sending m_inventorySerial to the client, it ought to know 1026 {
867 // that nothing changed and that it doesn't need to request the file. 1027 if (m_inventoryFileData.Length > 2)
868 // Unfortunately, it doesn't look like the client optimizes this; 1028 {
869 // the client seems to always come back and request the Xfer, 1029 xferManager.AddNewFile(m_inventoryFileName,
870 // no matter what value m_inventorySerial has. 1030 m_inventoryFileData);
1031 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1032 Util.StringToBytes256(m_inventoryFileName));
1033
1034 Items.LockItemsForRead(false);
1035 return;
1036 }
1037 }
1038
1039 m_inventoryPrivileged = includeAssets;
1040
1041 foreach (TaskInventoryItem item in m_items.Values)
1042 {
1043 UUID ownerID = item.OwnerID;
1044 uint everyoneMask = 0;
1045 uint baseMask = item.BasePermissions;
1046 uint ownerMask = item.CurrentPermissions;
1047 uint groupMask = item.GroupPermissions;
1048
1049 invString.AddItemStart();
1050 invString.AddNameValueLine("item_id", item.ItemID.ToString());
1051 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
1052
1053 invString.AddPermissionsStart();
1054
1055 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1056 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1057 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1058 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1059 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
1060
1061 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
1062 invString.AddNameValueLine("owner_id", ownerID.ToString());
1063
1064 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
1065
1066 invString.AddNameValueLine("group_id", item.GroupID.ToString());
1067 invString.AddSectionEnd();
1068
1069 if (includeAssets)
1070 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1071 else
1072 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1073 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]);
1074 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]);
1075 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
1076
1077 invString.AddSaleStart();
1078 invString.AddNameValueLine("sale_type", "not");
1079 invString.AddNameValueLine("sale_price", "0");
1080 invString.AddSectionEnd();
1081
1082 invString.AddNameValueLine("name", item.Name + "|");
1083 invString.AddNameValueLine("desc", item.Description + "|");
1084
1085 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1086 invString.AddSectionEnd();
1087 }
1088
1089 Items.LockItemsForRead(false);
1090
1091 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
871 1092
872 if (m_inventoryFileData.Length > 2) 1093 if (m_inventoryFileData.Length > 2)
873 // Add the file for Xfer 1094 {
874 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData); 1095 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
1096 }
875 1097
876 // Tell the client we're ready to Xfer the file
877 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial, 1098 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
878 Util.StringToBytes256(m_inventoryFileName)); 1099 Util.StringToBytes256(m_inventoryFileName));
879 } 1100 }
@@ -886,10 +1107,11 @@ namespace OpenSim.Region.Framework.Scenes
886 { 1107 {
887 if (HasInventoryChanged) 1108 if (HasInventoryChanged)
888 { 1109 {
889 HasInventoryChanged = false; 1110 Items.LockItemsForRead(true);
890 List<TaskInventoryItem> items = GetInventoryItems(); 1111 datastore.StorePrimInventory(m_part.UUID, Items.Values);
891 datastore.StorePrimInventory(m_part.UUID, items); 1112 Items.LockItemsForRead(false);
892 1113
1114 HasInventoryChanged = false;
893 } 1115 }
894 } 1116 }
895 1117
@@ -956,82 +1178,63 @@ namespace OpenSim.Region.Framework.Scenes
956 { 1178 {
957 uint mask=0x7fffffff; 1179 uint mask=0x7fffffff;
958 1180
959 lock (m_items) 1181 foreach (TaskInventoryItem item in m_items.Values)
960 { 1182 {
961 foreach (TaskInventoryItem item in m_items.Values) 1183 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1184 mask &= ~((uint)PermissionMask.Copy >> 13);
1185 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1186 mask &= ~((uint)PermissionMask.Transfer >> 13);
1187 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1188 mask &= ~((uint)PermissionMask.Modify >> 13);
1189
1190 if (item.InvType == (int)InventoryType.Object)
962 { 1191 {
963 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1192 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
964 mask &= ~((uint)PermissionMask.Copy >> 13); 1193 mask &= ~((uint)PermissionMask.Copy >> 13);
965 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1194 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
966 mask &= ~((uint)PermissionMask.Transfer >> 13); 1195 mask &= ~((uint)PermissionMask.Transfer >> 13);
967 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1196 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
968 mask &= ~((uint)PermissionMask.Modify >> 13); 1197 mask &= ~((uint)PermissionMask.Modify >> 13);
969
970 if (item.InvType != (int)InventoryType.Object)
971 {
972 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
973 mask &= ~((uint)PermissionMask.Copy >> 13);
974 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
975 mask &= ~((uint)PermissionMask.Transfer >> 13);
976 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
977 mask &= ~((uint)PermissionMask.Modify >> 13);
978 }
979 else
980 {
981 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
982 mask &= ~((uint)PermissionMask.Copy >> 13);
983 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
984 mask &= ~((uint)PermissionMask.Transfer >> 13);
985 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
986 mask &= ~((uint)PermissionMask.Modify >> 13);
987 }
988
989 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
990 mask &= ~(uint)PermissionMask.Copy;
991 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
992 mask &= ~(uint)PermissionMask.Transfer;
993 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
994 mask &= ~(uint)PermissionMask.Modify;
995 } 1198 }
1199
1200 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1201 mask &= ~(uint)PermissionMask.Copy;
1202 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1203 mask &= ~(uint)PermissionMask.Transfer;
1204 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1205 mask &= ~(uint)PermissionMask.Modify;
996 } 1206 }
997
998 return mask; 1207 return mask;
999 } 1208 }
1000 1209
1001 public void ApplyNextOwnerPermissions() 1210 public void ApplyNextOwnerPermissions()
1002 { 1211 {
1003 lock (m_items) 1212 foreach (TaskInventoryItem item in m_items.Values)
1004 { 1213 {
1005 foreach (TaskInventoryItem item in m_items.Values) 1214 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1006 { 1215 {
1007 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1216 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1008 { 1217 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1009 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1218 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1010 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1219 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1011 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1220 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1012 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1221 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1013 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1014 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1015 }
1016 item.CurrentPermissions &= item.NextPermissions;
1017 item.BasePermissions &= item.NextPermissions;
1018 item.EveryonePermissions &= item.NextPermissions;
1019 item.OwnerChanged = true;
1020 item.PermsMask = 0;
1021 item.PermsGranter = UUID.Zero;
1022 } 1222 }
1223 item.OwnerChanged = true;
1224 item.CurrentPermissions &= item.NextPermissions;
1225 item.BasePermissions &= item.NextPermissions;
1226 item.EveryonePermissions &= item.NextPermissions;
1227 item.PermsMask = 0;
1228 item.PermsGranter = UUID.Zero;
1023 } 1229 }
1024 } 1230 }
1025 1231
1026 public void ApplyGodPermissions(uint perms) 1232 public void ApplyGodPermissions(uint perms)
1027 { 1233 {
1028 lock (m_items) 1234 foreach (TaskInventoryItem item in m_items.Values)
1029 { 1235 {
1030 foreach (TaskInventoryItem item in m_items.Values) 1236 item.CurrentPermissions = perms;
1031 { 1237 item.BasePermissions = perms;
1032 item.CurrentPermissions = perms;
1033 item.BasePermissions = perms;
1034 }
1035 } 1238 }
1036 m_inventorySerial++; 1239 m_inventorySerial++;
1037 HasInventoryChanged = true; 1240 HasInventoryChanged = true;
@@ -1039,17 +1242,13 @@ namespace OpenSim.Region.Framework.Scenes
1039 1242
1040 public bool ContainsScripts() 1243 public bool ContainsScripts()
1041 { 1244 {
1042 lock (m_items) 1245 foreach (TaskInventoryItem item in m_items.Values)
1043 { 1246 {
1044 foreach (TaskInventoryItem item in m_items.Values) 1247 if (item.InvType == (int)InventoryType.LSL)
1045 { 1248 {
1046 if (item.InvType == (int)InventoryType.LSL) 1249 return true;
1047 {
1048 return true;
1049 }
1050 } 1250 }
1051 } 1251 }
1052
1053 return false; 1252 return false;
1054 } 1253 }
1055 1254
@@ -1057,11 +1256,8 @@ namespace OpenSim.Region.Framework.Scenes
1057 { 1256 {
1058 List<UUID> ret = new List<UUID>(); 1257 List<UUID> ret = new List<UUID>();
1059 1258
1060 lock (m_items) 1259 foreach (TaskInventoryItem item in m_items.Values)
1061 { 1260 ret.Add(item.ItemID);
1062 foreach (TaskInventoryItem item in m_items.Values)
1063 ret.Add(item.ItemID);
1064 }
1065 1261
1066 return ret; 1262 return ret;
1067 } 1263 }
@@ -1092,6 +1288,11 @@ namespace OpenSim.Region.Framework.Scenes
1092 1288
1093 public Dictionary<UUID, string> GetScriptStates() 1289 public Dictionary<UUID, string> GetScriptStates()
1094 { 1290 {
1291 return GetScriptStates(false);
1292 }
1293
1294 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1295 {
1095 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1296 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1096 1297
1097 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1298 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1102,25 +1303,35 @@ namespace OpenSim.Region.Framework.Scenes
1102 if (engines == null) // No engine at all 1303 if (engines == null) // No engine at all
1103 return ret; 1304 return ret;
1104 1305
1105 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1306 Items.LockItemsForRead(true);
1106 1307 foreach (TaskInventoryItem item in m_items.Values)
1107 foreach (TaskInventoryItem item in scripts)
1108 { 1308 {
1109 foreach (IScriptModule e in engines) 1309 if (item.InvType == (int)InventoryType.LSL)
1110 { 1310 {
1111 if (e != null) 1311 foreach (IScriptModule e in engines)
1112 { 1312 {
1113 string n = e.GetXMLState(item.ItemID); 1313 if (e != null)
1114 if (n != String.Empty)
1115 { 1314 {
1116 if (!ret.ContainsKey(item.ItemID)) 1315 string n = e.GetXMLState(item.ItemID);
1117 ret[item.ItemID] = n; 1316 if (n != String.Empty)
1118 break; 1317 {
1318 if (oldIDs)
1319 {
1320 if (!ret.ContainsKey(item.OldItemID))
1321 ret[item.OldItemID] = n;
1322 }
1323 else
1324 {
1325 if (!ret.ContainsKey(item.ItemID))
1326 ret[item.ItemID] = n;
1327 }
1328 break;
1329 }
1119 } 1330 }
1120 } 1331 }
1121 } 1332 }
1122 } 1333 }
1123 1334 Items.LockItemsForRead(false);
1124 return ret; 1335 return ret;
1125 } 1336 }
1126 1337
@@ -1130,21 +1341,27 @@ namespace OpenSim.Region.Framework.Scenes
1130 if (engines == null) 1341 if (engines == null)
1131 return; 1342 return;
1132 1343
1133 List<TaskInventoryItem> scripts = GetInventoryScripts();
1134 1344
1135 foreach (TaskInventoryItem item in scripts) 1345 Items.LockItemsForRead(true);
1346
1347 foreach (TaskInventoryItem item in m_items.Values)
1136 { 1348 {
1137 foreach (IScriptModule engine in engines) 1349 if (item.InvType == (int)InventoryType.LSL)
1138 { 1350 {
1139 if (engine != null) 1351 foreach (IScriptModule engine in engines)
1140 { 1352 {
1141 if (item.OwnerChanged) 1353 if (engine != null)
1142 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1354 {
1143 item.OwnerChanged = false; 1355 if (item.OwnerChanged)
1144 engine.ResumeScript(item.ItemID); 1356 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1357 item.OwnerChanged = false;
1358 engine.ResumeScript(item.ItemID);
1359 }
1145 } 1360 }
1146 } 1361 }
1147 } 1362 }
1363
1364 Items.LockItemsForRead(false);
1148 } 1365 }
1149 } 1366 }
1150} 1367}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 631c91b..079223d 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[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes(); 79// private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes();
@@ -87,7 +88,9 @@ namespace OpenSim.Region.Framework.Scenes
87 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 88 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
88 /// issue #1716 89 /// issue #1716
89 /// </summary> 90 /// </summary>
90 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 91// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
92 // Value revised by KF 091121 by comparison with SL.
93 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
91 94
92 public UUID currentParcelUUID = UUID.Zero; 95 public UUID currentParcelUUID = UUID.Zero;
93 96
@@ -110,6 +113,7 @@ namespace OpenSim.Region.Framework.Scenes
110 { 113 {
111 get { return m_attachments; } 114 get { return m_attachments; }
112 } 115 }
116
113 protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>(); 117 protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>();
114 118
115 private Dictionary<UUID, ScriptControllers> scriptedcontrols = new Dictionary<UUID, ScriptControllers>(); 119 private Dictionary<UUID, ScriptControllers> scriptedcontrols = new Dictionary<UUID, ScriptControllers>();
@@ -119,10 +123,12 @@ namespace OpenSim.Region.Framework.Scenes
119 private SceneObjectGroup proxyObjectGroup; 123 private SceneObjectGroup proxyObjectGroup;
120 //private SceneObjectPart proxyObjectPart = null; 124 //private SceneObjectPart proxyObjectPart = null;
121 public Vector3 lastKnownAllowedPosition; 125 public Vector3 lastKnownAllowedPosition;
122 public bool sentMessageAboutRestrictedParcelFlyingDown;
123 public Vector4 CollisionPlane = Vector4.UnitW; 126 public Vector4 CollisionPlane = Vector4.UnitW;
124 127
128 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
129 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
125 private Vector3 m_lastPosition; 130 private Vector3 m_lastPosition;
131 private Vector3 m_lastWorldPosition;
126 private Quaternion m_lastRotation; 132 private Quaternion m_lastRotation;
127 private Vector3 m_lastVelocity; 133 private Vector3 m_lastVelocity;
128 //private int m_lastTerseSent; 134 //private int m_lastTerseSent;
@@ -130,6 +136,11 @@ namespace OpenSim.Region.Framework.Scenes
130 private bool m_updateflag; 136 private bool m_updateflag;
131 private byte m_movementflag; 137 private byte m_movementflag;
132 private Vector3? m_forceToApply; 138 private Vector3? m_forceToApply;
139 private int m_userFlags;
140 public int UserFlags
141 {
142 get { return m_userFlags; }
143 }
133 private TeleportFlags m_teleportFlags; 144 private TeleportFlags m_teleportFlags;
134 public TeleportFlags TeleportFlags 145 public TeleportFlags TeleportFlags
135 { 146 {
@@ -160,9 +171,10 @@ namespace OpenSim.Region.Framework.Scenes
160 private int m_perfMonMS; 171 private int m_perfMonMS;
161 172
162 private bool m_setAlwaysRun; 173 private bool m_setAlwaysRun;
163
164 private bool m_forceFly; 174 private bool m_forceFly;
165 private bool m_flyDisabled; 175 private bool m_flyDisabled;
176 private bool m_flyingOld; // add for fly velocity control
177 public bool m_wasFlying; // add for fly velocity control
166 178
167 private float m_speedModifier = 1.0f; 179 private float m_speedModifier = 1.0f;
168 180
@@ -181,7 +193,8 @@ namespace OpenSim.Region.Framework.Scenes
181 protected RegionInfo m_regionInfo; 193 protected RegionInfo m_regionInfo;
182 protected ulong crossingFromRegion; 194 protected ulong crossingFromRegion;
183 195
184 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 196 private readonly Vector3[] Dir_Vectors = new Vector3[11];
197 private bool m_isNudging = false;
185 198
186 // Position of agent's camera in world (region cordinates) 199 // Position of agent's camera in world (region cordinates)
187 protected Vector3 m_CameraCenter; 200 protected Vector3 m_CameraCenter;
@@ -206,17 +219,25 @@ namespace OpenSim.Region.Framework.Scenes
206 private bool m_autopilotMoving; 219 private bool m_autopilotMoving;
207 private Vector3 m_autoPilotTarget; 220 private Vector3 m_autoPilotTarget;
208 private bool m_sitAtAutoTarget; 221 private bool m_sitAtAutoTarget;
222 private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit
209 223
210 private string m_nextSitAnimation = String.Empty; 224 private string m_nextSitAnimation = String.Empty;
211 225
212 //PauPaw:Proper PID Controler for autopilot************ 226 //PauPaw:Proper PID Controler for autopilot************
213 private bool m_moveToPositionInProgress; 227 private bool m_moveToPositionInProgress;
214 private Vector3 m_moveToPositionTarget; 228 private Vector3 m_moveToPositionTarget;
229 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
215 230
216 private bool m_followCamAuto; 231 private bool m_followCamAuto;
217 232
218 private int m_movementUpdateCount; 233 private int m_movementUpdateCount;
234 private int m_lastColCount = -1; //KF: Look for Collision chnages
235 private int m_updateCount = 0; //KF: Update Anims for a while
236 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
219 private const int NumMovementsBetweenRayCast = 5; 237 private const int NumMovementsBetweenRayCast = 5;
238 private List<uint> m_lastColliders = new List<uint>();
239
240 private object m_syncRoot = new Object();
220 241
221 private bool CameraConstraintActive; 242 private bool CameraConstraintActive;
222 //private int m_moveToPositionStateStatus; 243 //private int m_moveToPositionStateStatus;
@@ -253,7 +274,9 @@ namespace OpenSim.Region.Framework.Scenes
253 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 274 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
254 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 275 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
255 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 276 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
256 DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 277 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
278 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
279 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
257 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 280 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
258 } 281 }
259 282
@@ -460,7 +483,8 @@ namespace OpenSim.Region.Framework.Scenes
460 get 483 get
461 { 484 {
462 PhysicsActor actor = m_physicsActor; 485 PhysicsActor actor = m_physicsActor;
463 if (actor != null) 486// if (actor != null)
487 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
464 m_pos = actor.Position; 488 m_pos = actor.Position;
465 else 489 else
466 { 490 {
@@ -482,7 +506,7 @@ namespace OpenSim.Region.Framework.Scenes
482 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); 506 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
483 if (part != null) 507 if (part != null)
484 { 508 {
485 return m_parentPosition + (m_pos * part.GetWorldRotation()); 509 return part.AbsolutePosition + (m_pos * part.GetWorldRotation());
486 } 510 }
487 else 511 else
488 { 512 {
@@ -509,7 +533,8 @@ namespace OpenSim.Region.Framework.Scenes
509 } 533 }
510 } 534 }
511 535
512 m_pos = value; 536 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
537 m_pos = value;
513 m_parentPosition = Vector3.Zero; 538 m_parentPosition = Vector3.Zero;
514 } 539 }
515 } 540 }
@@ -553,10 +578,39 @@ namespace OpenSim.Region.Framework.Scenes
553 } 578 }
554 } 579 }
555 580
581 public Quaternion OffsetRotation
582 {
583 get { return m_offsetRotation; }
584 set { m_offsetRotation = value; }
585 }
586
556 public Quaternion Rotation 587 public Quaternion Rotation
557 { 588 {
558 get { return m_bodyRot; } 589 get {
559 set { m_bodyRot = value; } 590 if (m_parentID != 0)
591 {
592 if (m_offsetRotation != null)
593 {
594 return m_offsetRotation;
595 }
596 else
597 {
598 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
599 }
600
601 }
602 else
603 {
604 return m_bodyRot;
605 }
606 }
607 set {
608 m_bodyRot = value;
609 if (m_parentID != 0)
610 {
611 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
612 }
613 }
560 } 614 }
561 615
562 public Quaternion PreviousRotation 616 public Quaternion PreviousRotation
@@ -581,11 +635,21 @@ namespace OpenSim.Region.Framework.Scenes
581 635
582 private uint m_parentID; 636 private uint m_parentID;
583 637
638
639 private UUID m_linkedPrim;
640
584 public uint ParentID 641 public uint ParentID
585 { 642 {
586 get { return m_parentID; } 643 get { return m_parentID; }
587 set { m_parentID = value; } 644 set { m_parentID = value; }
588 } 645 }
646
647 public UUID LinkedPrim
648 {
649 get { return m_linkedPrim; }
650 set { m_linkedPrim = value; }
651 }
652
589 public float Health 653 public float Health
590 { 654 {
591 get { return m_health; } 655 get { return m_health; }
@@ -707,7 +771,7 @@ namespace OpenSim.Region.Framework.Scenes
707 CreateSceneViewer(); 771 CreateSceneViewer();
708 m_animator = new ScenePresenceAnimator(this); 772 m_animator = new ScenePresenceAnimator(this);
709 } 773 }
710 774
711 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() 775 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
712 { 776 {
713 m_DrawDistance = world.DefaultDrawDistance; 777 m_DrawDistance = world.DefaultDrawDistance;
@@ -722,6 +786,7 @@ namespace OpenSim.Region.Framework.Scenes
722 m_localId = m_scene.AllocateLocalId(); 786 m_localId = m_scene.AllocateLocalId();
723 787
724 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid); 788 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid);
789 m_userFlags = account.UserFlags;
725 790
726 if (account != null) 791 if (account != null)
727 m_userLevel = account.UserLevel; 792 m_userLevel = account.UserLevel;
@@ -740,10 +805,7 @@ namespace OpenSim.Region.Framework.Scenes
740 m_reprioritization_timer.AutoReset = false; 805 m_reprioritization_timer.AutoReset = false;
741 806
742 AdjustKnownSeeds(); 807 AdjustKnownSeeds();
743
744 // TODO: I think, this won't send anything, as we are still a child here...
745 Animator.TrySetMovementAnimation("STAND"); 808 Animator.TrySetMovementAnimation("STAND");
746
747 // we created a new ScenePresence (a new child agent) in a fresh region. 809 // we created a new ScenePresence (a new child agent) in a fresh region.
748 // Request info about all the (root) agents in this region 810 // Request info about all the (root) agents in this region
749 // Note: This won't send data *to* other clients in that region (children don't send) 811 // Note: This won't send data *to* other clients in that region (children don't send)
@@ -794,25 +856,47 @@ namespace OpenSim.Region.Framework.Scenes
794 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 856 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
795 Dir_Vectors[4] = Vector3.UnitZ; //UP 857 Dir_Vectors[4] = Vector3.UnitZ; //UP
796 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 858 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
797 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 859 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
798 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 860 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
799 Dir_Vectors[7] = -Vector3.UnitX; //BACK 861 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
862 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
863 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
800 } 864 }
801 865
802 private Vector3[] GetWalkDirectionVectors() 866 private Vector3[] GetWalkDirectionVectors()
803 { 867 {
804 Vector3[] vector = new Vector3[9]; 868 Vector3[] vector = new Vector3[11];
805 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 869 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
806 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 870 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
807 vector[2] = Vector3.UnitY; //LEFT 871 vector[2] = Vector3.UnitY; //LEFT
808 vector[3] = -Vector3.UnitY; //RIGHT 872 vector[3] = -Vector3.UnitY; //RIGHT
809 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 873 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
810 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 874 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
811 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 875 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
812 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 876 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
813 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 877 vector[8] = Vector3.UnitY; //LEFT_NUDGE
878 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
879 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
814 return vector; 880 return vector;
815 } 881 }
882
883 private bool[] GetDirectionIsNudge()
884 {
885 bool[] isNudge = new bool[11];
886 isNudge[0] = false; //FORWARD
887 isNudge[1] = false; //BACK
888 isNudge[2] = false; //LEFT
889 isNudge[3] = false; //RIGHT
890 isNudge[4] = false; //UP
891 isNudge[5] = false; //DOWN
892 isNudge[6] = true; //FORWARD_NUDGE
893 isNudge[7] = true; //BACK_NUDGE
894 isNudge[8] = true; //LEFT_NUDGE
895 isNudge[9] = true; //RIGHT_NUDGE
896 isNudge[10] = true; //DOWN_Nudge
897 return isNudge;
898 }
899
816 900
817 #endregion 901 #endregion
818 902
@@ -877,6 +961,62 @@ namespace OpenSim.Region.Framework.Scenes
877 pos.Y = crossedBorder.BorderLine.Z - 1; 961 pos.Y = crossedBorder.BorderLine.Z - 1;
878 } 962 }
879 963
964 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
965 if (land != null)
966 {
967 // If we come in via login, landmark or map, we want to
968 // honor landing points. If we come in via Lure, we want
969 // to ignore them.
970 if ((m_teleportFlags & (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID)) == (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID) ||
971 (m_teleportFlags & TeleportFlags.ViaLandmark) != 0 ||
972 (m_teleportFlags & TeleportFlags.ViaLocation) != 0)
973 {
974 // Don't restrict gods, estate managers, or land owners to
975 // the TP point. This behaviour mimics agni.
976 if (land.LandData.LandingType == (byte)LandingType.LandingPoint &&
977 land.LandData.UserLocation != Vector3.Zero &&
978 GodLevel < 200 &&
979 ((land.LandData.OwnerID != m_uuid &&
980 (!m_scene.Permissions.IsGod(m_uuid)) &&
981 (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid))) || (m_teleportFlags & TeleportFlags.ViaLocation) != 0))
982 {
983 pos = land.LandData.UserLocation;
984 }
985 }
986
987 land.SendLandUpdateToClient(ControllingClient);
988 }
989
990 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
991 {
992 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
993
994 if (pos.X < 0)
995 {
996 emergencyPos.X = (int)Constants.RegionSize + pos.X;
997 if (!(pos.Y < 0))
998 emergencyPos.Y = pos.Y;
999 if (!(pos.Z < 0))
1000 emergencyPos.Z = pos.Z;
1001 }
1002 if (pos.Y < 0)
1003 {
1004 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
1005 if (!(pos.X < 0))
1006 emergencyPos.X = pos.X;
1007 if (!(pos.Z < 0))
1008 emergencyPos.Z = pos.Z;
1009 }
1010 if (pos.Z < 0)
1011 {
1012 emergencyPos.Z = 128;
1013 if (!(pos.Y < 0))
1014 emergencyPos.Y = pos.Y;
1015 if (!(pos.X < 0))
1016 emergencyPos.X = pos.X;
1017 }
1018 }
1019
880 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 1020 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
881 { 1021 {
882 m_log.WarnFormat( 1022 m_log.WarnFormat(
@@ -1022,16 +1162,21 @@ namespace OpenSim.Region.Framework.Scenes
1022 /// <summary> 1162 /// <summary>
1023 /// Removes physics plugin scene representation of this agent if it exists. 1163 /// Removes physics plugin scene representation of this agent if it exists.
1024 /// </summary> 1164 /// </summary>
1025 private void RemoveFromPhysicalScene() 1165 public void RemoveFromPhysicalScene()
1026 { 1166 {
1027 if (PhysicsActor != null) 1167 if (PhysicsActor != null)
1028 { 1168 {
1029 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1169 try
1030 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; 1170 {
1031 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); 1171 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
1032 m_physicsActor.UnSubscribeEvents(); 1172 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall;
1033 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1173 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1034 PhysicsActor = null; 1174 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1175 m_physicsActor.UnSubscribeEvents();
1176 PhysicsActor = null;
1177 }
1178 catch
1179 { }
1035 } 1180 }
1036 } 1181 }
1037 1182
@@ -1042,11 +1187,13 @@ namespace OpenSim.Region.Framework.Scenes
1042 public void Teleport(Vector3 pos) 1187 public void Teleport(Vector3 pos)
1043 { 1188 {
1044 bool isFlying = false; 1189 bool isFlying = false;
1190
1045 if (m_physicsActor != null) 1191 if (m_physicsActor != null)
1046 isFlying = m_physicsActor.Flying; 1192 isFlying = m_physicsActor.Flying;
1047 1193
1048 RemoveFromPhysicalScene(); 1194 RemoveFromPhysicalScene();
1049 Velocity = Vector3.Zero; 1195 Velocity = Vector3.Zero;
1196 CheckLandingPoint(ref pos);
1050 AbsolutePosition = pos; 1197 AbsolutePosition = pos;
1051 AddToPhysicalScene(isFlying); 1198 AddToPhysicalScene(isFlying);
1052 if (m_appearance != null) 1199 if (m_appearance != null)
@@ -1056,6 +1203,7 @@ namespace OpenSim.Region.Framework.Scenes
1056 } 1203 }
1057 1204
1058 SendTerseUpdateToAllClients(); 1205 SendTerseUpdateToAllClients();
1206
1059 } 1207 }
1060 1208
1061 public void TeleportWithMomentum(Vector3 pos) 1209 public void TeleportWithMomentum(Vector3 pos)
@@ -1065,6 +1213,7 @@ namespace OpenSim.Region.Framework.Scenes
1065 isFlying = m_physicsActor.Flying; 1213 isFlying = m_physicsActor.Flying;
1066 1214
1067 RemoveFromPhysicalScene(); 1215 RemoveFromPhysicalScene();
1216 CheckLandingPoint(ref pos);
1068 AbsolutePosition = pos; 1217 AbsolutePosition = pos;
1069 AddToPhysicalScene(isFlying); 1218 AddToPhysicalScene(isFlying);
1070 if (m_appearance != null) 1219 if (m_appearance != null)
@@ -1275,6 +1424,7 @@ namespace OpenSim.Region.Framework.Scenes
1275 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); 1424 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1276 1425
1277 m_pos = m_LastFinitePos; 1426 m_pos = m_LastFinitePos;
1427
1278 if (!m_pos.IsFinite()) 1428 if (!m_pos.IsFinite())
1279 { 1429 {
1280 m_pos.X = 127f; 1430 m_pos.X = 127f;
@@ -1345,7 +1495,6 @@ namespace OpenSim.Region.Framework.Scenes
1345 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1495 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1346 } 1496 }
1347 } 1497 }
1348
1349 lock (scriptedcontrols) 1498 lock (scriptedcontrols)
1350 { 1499 {
1351 if (scriptedcontrols.Count > 0) 1500 if (scriptedcontrols.Count > 0)
@@ -1360,6 +1509,9 @@ namespace OpenSim.Region.Framework.Scenes
1360 1509
1361 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1510 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1362 { 1511 {
1512 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1513 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1514
1363 // TODO: This doesn't prevent the user from walking yet. 1515 // TODO: This doesn't prevent the user from walking yet.
1364 // Setting parent ID would fix this, if we knew what value 1516 // Setting parent ID would fix this, if we knew what value
1365 // to use. Or we could add a m_isSitting variable. 1517 // to use. Or we could add a m_isSitting variable.
@@ -1408,12 +1560,20 @@ namespace OpenSim.Region.Framework.Scenes
1408 if (actor.Flying != oldflying) 1560 if (actor.Flying != oldflying)
1409 update_movementflag = true; 1561 update_movementflag = true;
1410 1562
1563 if (m_animator.m_jumping) // add for jumping
1564 update_movementflag = true;
1565
1411 if (q != m_bodyRot) 1566 if (q != m_bodyRot)
1412 { 1567 {
1413 m_bodyRot = q; 1568 m_bodyRot = q;
1414 update_rotation = true; 1569 update_rotation = true;
1415 } 1570 }
1416 1571
1572 //guilty until proven innocent..
1573 bool Nudging = true;
1574 //Basically, if there is at least one non-nudge control then we don't need
1575 //to worry about stopping the avatar
1576
1417 if (m_parentID == 0) 1577 if (m_parentID == 0)
1418 { 1578 {
1419 bool bAllowUpdateMoveToPosition = false; 1579 bool bAllowUpdateMoveToPosition = false;
@@ -1428,9 +1588,12 @@ namespace OpenSim.Region.Framework.Scenes
1428 else 1588 else
1429 dirVectors = Dir_Vectors; 1589 dirVectors = Dir_Vectors;
1430 1590
1431 // The fact that m_movementflag is a byte needs to be fixed 1591 bool[] isNudge = GetDirectionIsNudge();
1432 // it really should be a uint 1592
1433 uint nudgehack = 250; 1593
1594
1595
1596
1434 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1597 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1435 { 1598 {
1436 if (((uint)flags & (uint)DCF) != 0) 1599 if (((uint)flags & (uint)DCF) != 0)
@@ -1440,40 +1603,28 @@ namespace OpenSim.Region.Framework.Scenes
1440 try 1603 try
1441 { 1604 {
1442 agent_control_v3 += dirVectors[i]; 1605 agent_control_v3 += dirVectors[i];
1443 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1606 if (isNudge[i] == false)
1607 {
1608 Nudging = false;
1609 }
1444 } 1610 }
1445 catch (IndexOutOfRangeException) 1611 catch (IndexOutOfRangeException)
1446 { 1612 {
1447 // Why did I get this? 1613 // Why did I get this?
1448 } 1614 }
1449 1615
1450 if ((m_movementflag & (byte)(uint)DCF) == 0) 1616 if ((m_movementflag & (uint)DCF) == 0)
1451 { 1617 {
1452 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1453 {
1454 m_movementflag |= (byte)nudgehack;
1455 }
1456 m_movementflag += (byte)(uint)DCF; 1618 m_movementflag += (byte)(uint)DCF;
1457 update_movementflag = true; 1619 update_movementflag = true;
1458 } 1620 }
1459 } 1621 }
1460 else 1622 else
1461 { 1623 {
1462 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1624 if ((m_movementflag & (uint)DCF) != 0)
1463 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1464 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1465 ) // This or is for Nudge forward
1466 { 1625 {
1467 m_movementflag -= ((byte)(uint)DCF); 1626 m_movementflag -= (byte)(uint)DCF;
1468
1469 update_movementflag = true; 1627 update_movementflag = true;
1470 /*
1471 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1472 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1473 {
1474 m_log.Debug("Removed Hack flag");
1475 }
1476 */
1477 } 1628 }
1478 else 1629 else
1479 { 1630 {
@@ -1482,7 +1633,6 @@ namespace OpenSim.Region.Framework.Scenes
1482 } 1633 }
1483 i++; 1634 i++;
1484 } 1635 }
1485
1486 //Paupaw:Do Proper PID for Autopilot here 1636 //Paupaw:Do Proper PID for Autopilot here
1487 if (bResetMoveToPosition) 1637 if (bResetMoveToPosition)
1488 { 1638 {
@@ -1494,8 +1644,41 @@ namespace OpenSim.Region.Framework.Scenes
1494 1644
1495 if (bAllowUpdateMoveToPosition && (m_moveToPositionInProgress && !m_autopilotMoving)) 1645 if (bAllowUpdateMoveToPosition && (m_moveToPositionInProgress && !m_autopilotMoving))
1496 { 1646 {
1647/*
1648 bool twoD = false;
1649 bool there = false;
1650 if (Animator != null)
1651 {
1652 switch (Animator.CurrentMovementAnimation)
1653 {
1654 case "STAND":
1655 case "WALK":
1656 case "RUN":
1657 case "CROUCH":
1658 case "CROUCHWALK":
1659 {
1660 twoD = true;
1661 }
1662 break;
1663 }
1664 }
1665
1666 if (twoD)
1667 {
1668*/
1669 Vector3 abspos = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, 0.0f);
1670 Vector3 tgt = new Vector3(m_moveToPositionTarget.X, m_moveToPositionTarget.Y, 0.0f);
1671/* if (Util.GetDistanceTo(abspos, tgt) <= 0.5f) there = true;
1672 }
1673 else
1674 {
1675 if (Util.GetDistanceTo(AbsolutePosition, m_moveToPositionTarget) <= 0.5f) there = true;
1676 }
1677*/
1497 //Check the error term of the current position in relation to the target position 1678 //Check the error term of the current position in relation to the target position
1498 if (Util.GetDistanceTo(AbsolutePosition, m_moveToPositionTarget) <= 0.5f) 1679// if (Util.GetDistanceTo(AbsolutePosition, m_moveToPositionTarget) <= 0.5f)
1680// if (there)
1681 if (Util.GetDistanceTo(abspos, tgt) <= 0.5f)
1499 { 1682 {
1500 // we are close enough to the target 1683 // we are close enough to the target
1501 m_moveToPositionTarget = Vector3.Zero; 1684 m_moveToPositionTarget = Vector3.Zero;
@@ -1512,11 +1695,15 @@ namespace OpenSim.Region.Framework.Scenes
1512 // unknown forces are acting on the avatar and we need to adaptively respond 1695 // unknown forces are acting on the avatar and we need to adaptively respond
1513 // to such forces, but the following simple approach seems to works fine. 1696 // to such forces, but the following simple approach seems to works fine.
1514 Vector3 LocalVectorToTarget3D = 1697 Vector3 LocalVectorToTarget3D =
1515 (m_moveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords 1698// (m_moveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords
1699 (tgt - abspos)
1516 * Matrix4.CreateFromQuaternion(Quaternion.Inverse(bodyRotation)); // change to avatar coords 1700 * Matrix4.CreateFromQuaternion(Quaternion.Inverse(bodyRotation)); // change to avatar coords
1517 // Ignore z component of vector 1701 // Ignore z component of vector
1518 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1702 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1519 LocalVectorToTarget2D.Normalize(); 1703 LocalVectorToTarget2D.Normalize();
1704
1705 //We're not nudging
1706 Nudging = false;
1520 agent_control_v3 += LocalVectorToTarget2D; 1707 agent_control_v3 += LocalVectorToTarget2D;
1521 1708
1522 // update avatar movement flags. the avatar coordinate system is as follows: 1709 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1607,13 +1794,13 @@ namespace OpenSim.Region.Framework.Scenes
1607 // m_log.DebugFormat( 1794 // m_log.DebugFormat(
1608 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1795 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1609 1796
1610 AddNewMovement(agent_control_v3, q); 1797 AddNewMovement(agent_control_v3, q, Nudging);
1611 1798
1612 1799
1613 } 1800 }
1614 } 1801 }
1615 1802
1616 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1803 if (update_movementflag && !SitGround)
1617 Animator.UpdateMovementAnimations(); 1804 Animator.UpdateMovementAnimations();
1618 1805
1619 m_scene.EventManager.TriggerOnClientMovement(this); 1806 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1628,7 +1815,6 @@ namespace OpenSim.Region.Framework.Scenes
1628 m_sitAtAutoTarget = false; 1815 m_sitAtAutoTarget = false;
1629 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1816 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1630 //proxy.PCode = (byte)PCode.ParticleSystem; 1817 //proxy.PCode = (byte)PCode.ParticleSystem;
1631
1632 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1818 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1633 proxyObjectGroup.AttachToScene(m_scene); 1819 proxyObjectGroup.AttachToScene(m_scene);
1634 1820
@@ -1647,8 +1833,15 @@ namespace OpenSim.Region.Framework.Scenes
1647// } 1833// }
1648 } 1834 }
1649 1835
1836 public void StopMoveToPosition()
1837 {
1838 m_moveToPositionTarget = Vector3.Zero;
1839 m_moveToPositionInProgress = false;
1840 }
1841
1650 public void DoMoveToPosition(Object sender, string method, List<String> args) 1842 public void DoMoveToPosition(Object sender, string method, List<String> args)
1651 { 1843 {
1844//Console.WriteLine("SP:DoMoveToPosition");
1652 try 1845 try
1653 { 1846 {
1654 float locx = 0f; 1847 float locx = 0f;
@@ -1670,7 +1863,7 @@ namespace OpenSim.Region.Framework.Scenes
1670 } 1863 }
1671 m_moveToPositionInProgress = true; 1864 m_moveToPositionInProgress = true;
1672 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1865 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1673 } 1866 }
1674 catch (Exception ex) 1867 catch (Exception ex)
1675 { 1868 {
1676 //Why did I get this error? 1869 //Why did I get this error?
@@ -1692,7 +1885,7 @@ namespace OpenSim.Region.Framework.Scenes
1692 Velocity = Vector3.Zero; 1885 Velocity = Vector3.Zero;
1693 SendAvatarDataToAllAgents(); 1886 SendAvatarDataToAllAgents();
1694 1887
1695 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1888 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1696 } 1889 }
1697 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1890 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1698 m_requestedSitTargetUUID = UUID.Zero; 1891 m_requestedSitTargetUUID = UUID.Zero;
@@ -1729,25 +1922,22 @@ namespace OpenSim.Region.Framework.Scenes
1729 1922
1730 if (m_parentID != 0) 1923 if (m_parentID != 0)
1731 { 1924 {
1732 m_log.Debug("StandupCode Executed"); 1925 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1733 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1734 if (part != null) 1926 if (part != null)
1735 { 1927 {
1928 part.TaskInventory.LockItemsForRead(true);
1736 TaskInventoryDictionary taskIDict = part.TaskInventory; 1929 TaskInventoryDictionary taskIDict = part.TaskInventory;
1737 if (taskIDict != null) 1930 if (taskIDict != null)
1738 { 1931 {
1739 lock (taskIDict) 1932 foreach (UUID taskID in taskIDict.Keys)
1740 { 1933 {
1741 foreach (UUID taskID in taskIDict.Keys) 1934 UnRegisterControlEventsToScript(LocalId, taskID);
1742 { 1935 taskIDict[taskID].PermsMask &= ~(
1743 UnRegisterControlEventsToScript(LocalId, taskID); 1936 2048 | //PERMISSION_CONTROL_CAMERA
1744 taskIDict[taskID].PermsMask &= ~( 1937 4); // PERMISSION_TAKE_CONTROLS
1745 2048 | //PERMISSION_CONTROL_CAMERA
1746 4); // PERMISSION_TAKE_CONTROLS
1747 }
1748 } 1938 }
1749
1750 } 1939 }
1940 part.TaskInventory.LockItemsForRead(false);
1751 // Reset sit target. 1941 // Reset sit target.
1752 if (part.GetAvatarOnSitTarget() == UUID) 1942 if (part.GetAvatarOnSitTarget() == UUID)
1753 part.SitTargetAvatar = UUID.Zero; 1943 part.SitTargetAvatar = UUID.Zero;
@@ -1756,16 +1946,55 @@ namespace OpenSim.Region.Framework.Scenes
1756 m_parentPosition = part.GetWorldPosition(); 1946 m_parentPosition = part.GetWorldPosition();
1757 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1947 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1758 } 1948 }
1949 // part.GetWorldRotation() is the rotation of the object being sat on
1950 // Rotation is the sittiing Av's rotation
1951
1952 Quaternion partRot;
1953// if (part.LinkNum == 1)
1954// { // Root prim of linkset
1955// partRot = part.ParentGroup.RootPart.RotationOffset;
1956// }
1957// else
1958// { // single or child prim
1959
1960// }
1961 if (part == null) //CW: Part may be gone. llDie() for example.
1962 {
1963 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1964 }
1965 else
1966 {
1967 partRot = part.GetWorldRotation();
1968 }
1759 1969
1970 Quaternion partIRot = Quaternion.Inverse(partRot);
1971
1972 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1973 Vector3 avStandUp = new Vector3(0.3f, 0f, 0f) * avatarRot; // 0.3M infront of av
1974
1975
1760 if (m_physicsActor == null) 1976 if (m_physicsActor == null)
1761 { 1977 {
1762 AddToPhysicalScene(false); 1978 AddToPhysicalScene(false);
1763 } 1979 }
1764 1980 //CW: If the part isn't null then we can set the current position
1765 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1981 if (part != null)
1766 m_parentPosition = Vector3.Zero; 1982 {
1767 1983 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
1768 m_parentID = 0; 1984 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1985 part.IsOccupied = false;
1986 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
1987 }
1988 else
1989 {
1990 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1991 AbsolutePosition = m_lastWorldPosition;
1992 }
1993
1994 m_parentPosition = Vector3.Zero;
1995 m_parentID = 0;
1996 m_linkedPrim = UUID.Zero;
1997 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1769 SendAvatarDataToAllAgents(); 1998 SendAvatarDataToAllAgents();
1770 m_requestedSitTargetID = 0; 1999 m_requestedSitTargetID = 0;
1771 if (m_physicsActor != null && m_appearance != null) 2000 if (m_physicsActor != null && m_appearance != null)
@@ -1774,7 +2003,6 @@ namespace OpenSim.Region.Framework.Scenes
1774 SetHeight(m_appearance.AvatarHeight); 2003 SetHeight(m_appearance.AvatarHeight);
1775 } 2004 }
1776 } 2005 }
1777
1778 Animator.TrySetMovementAnimation("STAND"); 2006 Animator.TrySetMovementAnimation("STAND");
1779 } 2007 }
1780 2008
@@ -1805,13 +2033,9 @@ namespace OpenSim.Region.Framework.Scenes
1805 Vector3 avSitOffSet = part.SitTargetPosition; 2033 Vector3 avSitOffSet = part.SitTargetPosition;
1806 Quaternion avSitOrientation = part.SitTargetOrientation; 2034 Quaternion avSitOrientation = part.SitTargetOrientation;
1807 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 2035 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1808 2036 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1809 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 2037 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1810 bool SitTargetisSet = 2038 if (SitTargetisSet && !SitTargetOccupied)
1811 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1812 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1813
1814 if (SitTargetisSet && SitTargetUnOccupied)
1815 { 2039 {
1816 //switch the target to this prim 2040 //switch the target to this prim
1817 return part; 2041 return part;
@@ -1825,85 +2049,168 @@ namespace OpenSim.Region.Framework.Scenes
1825 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 2049 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1826 { 2050 {
1827 bool autopilot = true; 2051 bool autopilot = true;
2052 Vector3 autopilotTarget = new Vector3();
2053 Quaternion sitOrientation = Quaternion.Identity;
1828 Vector3 pos = new Vector3(); 2054 Vector3 pos = new Vector3();
1829 Quaternion sitOrientation = pSitOrientation;
1830 Vector3 cameraEyeOffset = Vector3.Zero; 2055 Vector3 cameraEyeOffset = Vector3.Zero;
1831 Vector3 cameraAtOffset = Vector3.Zero; 2056 Vector3 cameraAtOffset = Vector3.Zero;
1832 bool forceMouselook = false; 2057 bool forceMouselook = false;
1833 2058
1834 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 2059 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1835 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 2060 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1836 if (part != null) 2061 if (part == null) return;
1837 { 2062
1838 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 2063 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1839 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 2064 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1840 2065
1841 // Is a sit target available? 2066 // part is the prim to sit on
1842 Vector3 avSitOffSet = part.SitTargetPosition; 2067 // offset is the world-ref vector distance from that prim center to the click-spot
1843 Quaternion avSitOrientation = part.SitTargetOrientation; 2068 // UUID is the UUID of the Avatar doing the clicking
1844 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 2069
1845 2070 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1846 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 2071
1847 bool SitTargetisSet = 2072 // Is a sit target available?
1848 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 2073 Vector3 avSitOffSet = part.SitTargetPosition;
1849 ( 2074 Quaternion avSitOrientation = part.SitTargetOrientation;
1850 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 2075
1851 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 2076 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1852 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 2077 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1853 ) 2078 Quaternion partRot;
1854 )); 2079// if (part.LinkNum == 1)
1855 2080// { // Root prim of linkset
1856 if (SitTargetisSet && SitTargetUnOccupied) 2081// partRot = part.ParentGroup.RootPart.RotationOffset;
1857 { 2082// }
1858 part.SitTargetAvatar = UUID; 2083// else
1859 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 2084// { // single or child prim
1860 sitOrientation = avSitOrientation; 2085 partRot = part.GetWorldRotation();
1861 autopilot = false; 2086// }
1862 } 2087 Quaternion partIRot = Quaternion.Inverse(partRot);
1863 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 2088//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1864 2089 // Sit analysis rewritten by KF 091125
1865 pos = part.AbsolutePosition + offset; 2090 if (SitTargetisSet) // scipted sit
1866 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 2091 {
1867 //{ 2092 if (!part.IsOccupied)
1868 // offset = pos; 2093 {
1869 //autopilot = false; 2094//Console.WriteLine("Scripted, unoccupied");
1870 //} 2095 part.SitTargetAvatar = UUID; // set that Av will be on it
1871 if (m_physicsActor != null) 2096 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1872 { 2097
1873 // If we're not using the client autopilot, we're immediately warping the avatar to the location 2098 Quaternion nrot = avSitOrientation;
1874 // We can remove the physicsActor until they stand up. 2099 if (!part.IsRoot)
1875 m_sitAvatarHeight = m_physicsActor.Size.Z;
1876
1877 if (autopilot)
1878 { 2100 {
1879 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 2101 nrot = part.RotationOffset * avSitOrientation;
1880 {
1881 autopilot = false;
1882
1883 RemoveFromPhysicalScene();
1884 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
1885 }
1886 } 2102 }
1887 else 2103 sitOrientation = nrot; // Change rotatione to the scripted one
2104 OffsetRotation = nrot;
2105 autopilot = false; // Jump direct to scripted llSitPos()
2106 }
2107 else
2108 {
2109//Console.WriteLine("Scripted, occupied");
2110 return;
2111 }
2112 }
2113 else // Not Scripted
2114 {
2115 if ( (Math.Abs(offset.X) > 0.1f) || (Math.Abs(offset.Y) > 0.1f) ) // Changed 0.5M to 0.1M as they want to be able to sit close together
2116 {
2117 // large prim & offset, ignore if other Avs sitting
2118// offset.Z -= 0.05f;
2119 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
2120 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
2121
2122//Console.WriteLine(" offset ={0}", offset);
2123//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
2124//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
2125
2126 }
2127 else // small offset
2128 {
2129//Console.WriteLine("Small offset");
2130 if (!part.IsOccupied)
2131 {
2132 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
2133 autopilotTarget = part.AbsolutePosition;
2134//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
2135 }
2136 else return; // occupied small
2137 } // end large/small
2138 } // end Scripted/not
2139
2140 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
2141
2142 cameraAtOffset = part.GetCameraAtOffset();
2143 cameraEyeOffset = part.GetCameraEyeOffset();
2144 forceMouselook = part.GetForceMouselook();
2145 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
2146 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
2147
2148 if (m_physicsActor != null)
2149 {
2150 // If we're not using the client autopilot, we're immediately warping the avatar to the location
2151 // We can remove the physicsActor until they stand up.
2152 m_sitAvatarHeight = m_physicsActor.Size.Z;
2153 if (autopilot)
2154 { // its not a scripted sit
2155// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
2156 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) )
1888 { 2157 {
2158 autopilot = false; // close enough
2159 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2160 Not using the part's position because returning the AV to the last known standing
2161 position is likely to be more friendly, isn't it? */
1889 RemoveFromPhysicalScene(); 2162 RemoveFromPhysicalScene();
1890 } 2163 Velocity = Vector3.Zero;
2164 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
2165 } // else the autopilot will get us close
2166 }
2167 else
2168 { // its a scripted sit
2169 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2170 I *am* using the part's position this time because we have no real idea how far away
2171 the avatar is from the sit target. */
2172 RemoveFromPhysicalScene();
2173 Velocity = Vector3.Zero;
1891 } 2174 }
1892
1893 cameraAtOffset = part.GetCameraAtOffset();
1894 cameraEyeOffset = part.GetCameraEyeOffset();
1895 forceMouselook = part.GetForceMouselook();
1896 } 2175 }
1897 2176 else return; // physactor is null!
1898 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2177
1899 m_requestedSitTargetUUID = targetID; 2178 Vector3 offsetr; // = offset * partIRot;
2179 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2180 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2181 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2182 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2183 //offsetr = offset * partIRot;
2184//
2185 // }
2186 // else
2187 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2188 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2189 // (offset * partRot);
2190 // }
2191
2192//Console.WriteLine(" ");
2193//Console.WriteLine("link number ={0}", part.LinkNum);
2194//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2195//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2196//Console.WriteLine("Click offst ={0}", offset);
2197//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2198//Console.WriteLine("offsetr ={0}", offsetr);
2199//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2200//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2201
2202 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2203 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2204
2205 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1900 // This calls HandleAgentSit twice, once from here, and the client calls 2206 // This calls HandleAgentSit twice, once from here, and the client calls
1901 // HandleAgentSit itself after it gets to the location 2207 // HandleAgentSit itself after it gets to the location
1902 // It doesn't get to the location until we've moved them there though 2208 // It doesn't get to the location until we've moved them there though
1903 // which happens in HandleAgentSit :P 2209 // which happens in HandleAgentSit :P
1904 m_autopilotMoving = autopilot; 2210 m_autopilotMoving = autopilot;
1905 m_autoPilotTarget = pos; 2211 m_autoPilotTarget = autopilotTarget;
1906 m_sitAtAutoTarget = autopilot; 2212 m_sitAtAutoTarget = autopilot;
2213 m_initialSitTarget = autopilotTarget;
1907 if (!autopilot) 2214 if (!autopilot)
1908 HandleAgentSit(remoteClient, UUID); 2215 HandleAgentSit(remoteClient, UUID);
1909 } 2216 }
@@ -2198,47 +2505,130 @@ namespace OpenSim.Region.Framework.Scenes
2198 { 2505 {
2199 if (part != null) 2506 if (part != null)
2200 { 2507 {
2508//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2201 if (part.GetAvatarOnSitTarget() == UUID) 2509 if (part.GetAvatarOnSitTarget() == UUID)
2202 { 2510 {
2511//Console.WriteLine("Scripted Sit");
2512 // Scripted sit
2203 Vector3 sitTargetPos = part.SitTargetPosition; 2513 Vector3 sitTargetPos = part.SitTargetPosition;
2204 Quaternion sitTargetOrient = part.SitTargetOrientation; 2514 Quaternion sitTargetOrient = part.SitTargetOrientation;
2205
2206 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2207 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2208
2209 //Quaternion result = (sitTargetOrient * vq) * nq;
2210
2211 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2515 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2212 m_pos += SIT_TARGET_ADJUSTMENT; 2516 m_pos += SIT_TARGET_ADJUSTMENT;
2517 if (!part.IsRoot)
2518 {
2519 m_pos *= part.RotationOffset;
2520 }
2213 m_bodyRot = sitTargetOrient; 2521 m_bodyRot = sitTargetOrient;
2214 //Rotation = sitTargetOrient;
2215 m_parentPosition = part.AbsolutePosition; 2522 m_parentPosition = part.AbsolutePosition;
2216 2523 part.IsOccupied = true;
2217 //SendTerseUpdateToAllClients(); 2524 part.ParentGroup.AddAvatar(agentID);
2218 } 2525 }
2219 else 2526 else
2220 { 2527 {
2221 m_pos -= part.AbsolutePosition; 2528 // if m_avUnscriptedSitPos is zero then Av sits above center
2529 // Else Av sits at m_avUnscriptedSitPos
2530
2531 // Non-scripted sit by Kitto Flora 21Nov09
2532 // Calculate angle of line from prim to Av
2533 Quaternion partIRot;
2534// if (part.LinkNum == 1)
2535// { // Root prim of linkset
2536// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2537// }
2538// else
2539// { // single or child prim
2540 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2541// }
2542 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2543 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2544 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2545 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2546 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2547 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2548 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2549 // Av sits at world euler <0,0, z>, translated by part rotation
2550 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2551
2222 m_parentPosition = part.AbsolutePosition; 2552 m_parentPosition = part.AbsolutePosition;
2223 } 2553 part.IsOccupied = true;
2554 part.ParentGroup.AddAvatar(agentID);
2555 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2556 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2557 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2558 m_avUnscriptedSitPos; // adds click offset, if any
2559 //Set up raytrace to find top surface of prim
2560 Vector3 size = part.Scale;
2561 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2562 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2563 Vector3 down = new Vector3(0f, 0f, -1f);
2564//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2565 m_scene.PhysicsScene.RaycastWorld(
2566 start, // Vector3 position,
2567 down, // Vector3 direction,
2568 mag, // float length,
2569 SitAltitudeCallback); // retMethod
2570 } // end scripted/not
2224 } 2571 }
2225 else 2572 else // no Av
2226 { 2573 {
2227 return; 2574 return;
2228 } 2575 }
2229 } 2576 }
2230 m_parentID = m_requestedSitTargetID;
2231 2577
2578 //We want our offsets to reference the root prim, not the child we may have sat on
2579 if (!part.IsRoot)
2580 {
2581 m_parentID = part.ParentGroup.RootPart.LocalId;
2582 m_pos += part.OffsetPosition;
2583 }
2584 else
2585 {
2586 m_parentID = m_requestedSitTargetID;
2587 }
2588
2589 m_linkedPrim = part.UUID;
2590 if (part.GetAvatarOnSitTarget() != UUID)
2591 {
2592 m_offsetRotation = m_offsetRotation / part.RotationOffset;
2593 }
2232 Velocity = Vector3.Zero; 2594 Velocity = Vector3.Zero;
2233 RemoveFromPhysicalScene(); 2595 RemoveFromPhysicalScene();
2234
2235 Animator.TrySetMovementAnimation(sitAnimation); 2596 Animator.TrySetMovementAnimation(sitAnimation);
2236 SendAvatarDataToAllAgents(); 2597 SendAvatarDataToAllAgents();
2237 // This may seem stupid, but Our Full updates don't send avatar rotation :P
2238 // So we're also sending a terse update (which has avatar rotation)
2239 // [Update] We do now.
2240 //SendTerseUpdateToAllClients(); 2598 //SendTerseUpdateToAllClients();
2241 } 2599 }
2600
2601 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2602 {
2603 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2604 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2605 if(hitYN)
2606 {
2607 // m_pos = Av offset from prim center to make look like on center
2608 // m_parentPosition = Actual center pos of prim
2609 // collisionPoint = spot on prim where we want to sit
2610 // collisionPoint.Z = global sit surface height
2611 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2612 Quaternion partIRot;
2613// if (part.LinkNum == 1)
2614/// { // Root prim of linkset
2615// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2616// }
2617// else
2618// { // single or child prim
2619 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2620// }
2621 if (m_initialSitTarget != null)
2622 {
2623 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2624 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2625 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2626 m_pos += offset;
2627 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2628 }
2629
2630 }
2631 } // End SitAltitudeCallback KF.
2242 2632
2243 /// <summary> 2633 /// <summary>
2244 /// Event handler for the 'Always run' setting on the client 2634 /// Event handler for the 'Always run' setting on the client
@@ -2268,12 +2658,13 @@ namespace OpenSim.Region.Framework.Scenes
2268 /// </summary> 2658 /// </summary>
2269 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2659 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2270 /// <param name="rotation">The direction in which this avatar should now face. 2660 /// <param name="rotation">The direction in which this avatar should now face.
2271 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2661 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2272 { 2662 {
2273 if (m_isChildAgent) 2663 if (m_isChildAgent)
2274 { 2664 {
2275 // WHAT??? 2665 // WHAT???
2276 m_log.Debug("[SCENEPRESENCE]: AddNewMovement() called on child agent, making root agent!"); 2666 m_log.Debug("[SCENEPRESENCE]: AddNewMovement() called on child agent");
2667
2277 return; 2668 return;
2278 } 2669 }
2279 2670
@@ -2282,15 +2673,26 @@ namespace OpenSim.Region.Framework.Scenes
2282 Rotation = rotation; 2673 Rotation = rotation;
2283 Vector3 direc = vec * rotation; 2674 Vector3 direc = vec * rotation;
2284 direc.Normalize(); 2675 direc.Normalize();
2676 PhysicsActor actor = m_physicsActor;
2677
2678 if (actor.Flying != m_flyingOld) // add for fly velocity control
2679 {
2680 m_flyingOld = actor.Flying; // add for fly velocity control
2681 if (!actor.Flying) m_wasFlying = true; // add for fly velocity control
2682 }
2683
2684 if (m_physicsActor.IsColliding == true) m_wasFlying = false; // add for fly velocity control
2685
2686 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2285 2687
2286 direc *= 0.03f * 128f * m_speedModifier; 2688 direc *= 0.03f * 128f * m_speedModifier;
2287 2689
2288 PhysicsActor actor = m_physicsActor;
2289 if (actor != null) 2690 if (actor != null)
2290 { 2691 {
2291 if (actor.Flying) 2692 if (actor.Flying)
2292 { 2693 {
2293 direc *= 4.0f; 2694// rm speed mod direc *= 4.0f;
2695 direc *= 5.2f; // for speed mod
2294 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 2696 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
2295 //bool colliding = (m_physicsActor.IsColliding==true); 2697 //bool colliding = (m_physicsActor.IsColliding==true);
2296 //if (controlland) 2698 //if (controlland)
@@ -2303,22 +2705,34 @@ namespace OpenSim.Region.Framework.Scenes
2303 // m_log.Info("[AGENT]: Stop FLying"); 2705 // m_log.Info("[AGENT]: Stop FLying");
2304 //} 2706 //}
2305 } 2707 }
2708 if (Animator.m_falling && m_wasFlying) // if falling from flying, disable motion add
2709 {
2710 direc *= 0.0f;
2711 }
2712 /* This jumping section removed to SPA
2306 else if (!actor.Flying && actor.IsColliding) 2713 else if (!actor.Flying && actor.IsColliding)
2307 { 2714 {
2308 if (direc.Z > 2.0f) 2715 if (direc.Z > 2.0f)
2309 { 2716 {
2310 direc.Z *= 3.0f; 2717 if(m_animator.m_animTickJump == -1)
2311 2718 {
2312 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2719 direc.Z *= 3.0f; // jump
2313 Animator.TrySetMovementAnimation("PREJUMP"); 2720 }
2314 Animator.TrySetMovementAnimation("JUMP"); 2721 else
2722 {
2723 direc.Z *= 0.1f; // prejump
2724 }
2725 / * Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2726 Animator.TrySetMovementAnimation("PREJUMP");
2727 Animator.TrySetMovementAnimation("JUMP");
2728 * /
2315 } 2729 }
2316 } 2730 } */
2317 } 2731 }
2318 2732
2319 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2733 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2320 m_forceToApply = direc; 2734 m_forceToApply = direc;
2321 2735 m_isNudging = Nudging;
2322 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2736 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2323 } 2737 }
2324 2738
@@ -2367,6 +2781,9 @@ namespace OpenSim.Region.Framework.Scenes
2367 2781
2368 CheckForSignificantMovement(); // sends update to the modules. 2782 CheckForSignificantMovement(); // sends update to the modules.
2369 } 2783 }
2784
2785 //Sending prim updates AFTER the avatar terse updates are sent
2786 SendPrimUpdates();
2370 } 2787 }
2371 2788
2372 #endregion 2789 #endregion
@@ -3178,6 +3595,7 @@ namespace OpenSim.Region.Framework.Scenes
3178 m_callbackURI = cAgent.CallbackURI; 3595 m_callbackURI = cAgent.CallbackURI;
3179 3596
3180 m_pos = cAgent.Position; 3597 m_pos = cAgent.Position;
3598
3181 m_velocity = cAgent.Velocity; 3599 m_velocity = cAgent.Velocity;
3182 m_CameraCenter = cAgent.Center; 3600 m_CameraCenter = cAgent.Center;
3183 m_CameraAtAxis = cAgent.AtAxis; 3601 m_CameraAtAxis = cAgent.AtAxis;
@@ -3266,17 +3684,45 @@ namespace OpenSim.Region.Framework.Scenes
3266 /// </summary> 3684 /// </summary>
3267 public override void UpdateMovement() 3685 public override void UpdateMovement()
3268 { 3686 {
3269 if (m_forceToApply.HasValue) 3687 if (Animator!=null) // add for jumping
3270 { 3688 { // add for jumping
3271 Vector3 force = m_forceToApply.Value; 3689 // if (!m_animator.m_jumping) // add for jumping
3272 3690 // { // add for jumping
3273 m_updateflag = true;
3274 3691
3275 Velocity = force; 3692 if (m_forceToApply.HasValue) // this section realigned
3693 {
3276 3694
3277 m_forceToApply = null; 3695 Vector3 force = m_forceToApply.Value;
3278 } 3696 m_updateflag = true;
3279 } 3697if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3698 Velocity = force;
3699//Console.WriteLine("UM1 {0}", Velocity);
3700 m_forceToApply = null;
3701 }
3702 else
3703 {
3704 if (m_isNudging)
3705 {
3706 Vector3 force = Vector3.Zero;
3707
3708 m_updateflag = true;
3709if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3710 Velocity = force;
3711//Console.WriteLine("UM2 {0}", Velocity);
3712 m_isNudging = false;
3713 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3714 }
3715 else // add for jumping
3716 { // add for jumping
3717 Vector3 force = Vector3.Zero; // add for jumping
3718if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3719//Console.WriteLine("UM3 {0}", Velocity);
3720 Velocity = force; // add for jumping
3721 }
3722 }
3723 // } // end realign
3724 } // add for jumping
3725 } // add for jumping
3280 3726
3281 /// <summary> 3727 /// <summary>
3282 /// Adds a physical representation of the avatar to the Physics plugin 3728 /// Adds a physical representation of the avatar to the Physics plugin
@@ -3290,10 +3736,8 @@ namespace OpenSim.Region.Framework.Scenes
3290 3736
3291 Vector3 pVec = AbsolutePosition; 3737 Vector3 pVec = AbsolutePosition;
3292 3738
3293 // Old bug where the height was in centimeters instead of meters
3294 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, 3739 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec,
3295 new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying); 3740 new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying);
3296
3297 scene.AddPhysicsActorTaint(m_physicsActor); 3741 scene.AddPhysicsActorTaint(m_physicsActor);
3298 //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3742 //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3299 m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3743 m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
@@ -3317,18 +3761,29 @@ namespace OpenSim.Region.Framework.Scenes
3317 { 3761 {
3318 if (e == null) 3762 if (e == null)
3319 return; 3763 return;
3320 3764
3321 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3765 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3322 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3323 // as of this comment the interval is set in AddToPhysicalScene 3766 // as of this comment the interval is set in AddToPhysicalScene
3324 if (Animator!=null) 3767 if (Animator!=null)
3325 Animator.UpdateMovementAnimations(); 3768 {
3769 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3770 { // else its will lock out other animation changes, like ground sit.
3771 Animator.UpdateMovementAnimations();
3772 m_updateCount--;
3773 }
3774 }
3326 3775
3327 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3776 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3328 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3777 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3329 3778
3330 CollisionPlane = Vector4.UnitW; 3779 CollisionPlane = Vector4.UnitW;
3331 3780
3781 if (m_lastColCount != coldata.Count)
3782 {
3783 m_updateCount = UPDATE_COUNT;
3784 m_lastColCount = coldata.Count;
3785 }
3786
3332 if (coldata.Count != 0 && Animator != null) 3787 if (coldata.Count != 0 && Animator != null)
3333 { 3788 {
3334 switch (Animator.CurrentMovementAnimation) 3789 switch (Animator.CurrentMovementAnimation)
@@ -3358,6 +3813,148 @@ namespace OpenSim.Region.Framework.Scenes
3358 } 3813 }
3359 } 3814 }
3360 3815
3816 List<uint> thisHitColliders = new List<uint>();
3817 List<uint> endedColliders = new List<uint>();
3818 List<uint> startedColliders = new List<uint>();
3819
3820 foreach (uint localid in coldata.Keys)
3821 {
3822 thisHitColliders.Add(localid);
3823 if (!m_lastColliders.Contains(localid))
3824 {
3825 startedColliders.Add(localid);
3826 }
3827 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3828 }
3829
3830 // calculate things that ended colliding
3831 foreach (uint localID in m_lastColliders)
3832 {
3833 if (!thisHitColliders.Contains(localID))
3834 {
3835 endedColliders.Add(localID);
3836 }
3837 }
3838 //add the items that started colliding this time to the last colliders list.
3839 foreach (uint localID in startedColliders)
3840 {
3841 m_lastColliders.Add(localID);
3842 }
3843 // remove things that ended colliding from the last colliders list
3844 foreach (uint localID in endedColliders)
3845 {
3846 m_lastColliders.Remove(localID);
3847 }
3848
3849 // do event notification
3850 if (startedColliders.Count > 0)
3851 {
3852 ColliderArgs StartCollidingMessage = new ColliderArgs();
3853 List<DetectedObject> colliding = new List<DetectedObject>();
3854 foreach (uint localId in startedColliders)
3855 {
3856 if (localId == 0)
3857 continue;
3858
3859 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3860 string data = "";
3861 if (obj != null)
3862 {
3863 DetectedObject detobj = new DetectedObject();
3864 detobj.keyUUID = obj.UUID;
3865 detobj.nameStr = obj.Name;
3866 detobj.ownerUUID = obj.OwnerID;
3867 detobj.posVector = obj.AbsolutePosition;
3868 detobj.rotQuat = obj.GetWorldRotation();
3869 detobj.velVector = obj.Velocity;
3870 detobj.colliderType = 0;
3871 detobj.groupUUID = obj.GroupID;
3872 colliding.Add(detobj);
3873 }
3874 }
3875
3876 if (colliding.Count > 0)
3877 {
3878 StartCollidingMessage.Colliders = colliding;
3879
3880 foreach (SceneObjectGroup att in Attachments)
3881 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3882 }
3883 }
3884
3885 if (endedColliders.Count > 0)
3886 {
3887 ColliderArgs EndCollidingMessage = new ColliderArgs();
3888 List<DetectedObject> colliding = new List<DetectedObject>();
3889 foreach (uint localId in endedColliders)
3890 {
3891 if (localId == 0)
3892 continue;
3893
3894 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3895 string data = "";
3896 if (obj != null)
3897 {
3898 DetectedObject detobj = new DetectedObject();
3899 detobj.keyUUID = obj.UUID;
3900 detobj.nameStr = obj.Name;
3901 detobj.ownerUUID = obj.OwnerID;
3902 detobj.posVector = obj.AbsolutePosition;
3903 detobj.rotQuat = obj.GetWorldRotation();
3904 detobj.velVector = obj.Velocity;
3905 detobj.colliderType = 0;
3906 detobj.groupUUID = obj.GroupID;
3907 colliding.Add(detobj);
3908 }
3909 }
3910
3911 if (colliding.Count > 0)
3912 {
3913 EndCollidingMessage.Colliders = colliding;
3914
3915 foreach (SceneObjectGroup att in Attachments)
3916 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3917 }
3918 }
3919
3920 if (thisHitColliders.Count > 0)
3921 {
3922 ColliderArgs CollidingMessage = new ColliderArgs();
3923 List<DetectedObject> colliding = new List<DetectedObject>();
3924 foreach (uint localId in thisHitColliders)
3925 {
3926 if (localId == 0)
3927 continue;
3928
3929 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3930 string data = "";
3931 if (obj != null)
3932 {
3933 DetectedObject detobj = new DetectedObject();
3934 detobj.keyUUID = obj.UUID;
3935 detobj.nameStr = obj.Name;
3936 detobj.ownerUUID = obj.OwnerID;
3937 detobj.posVector = obj.AbsolutePosition;
3938 detobj.rotQuat = obj.GetWorldRotation();
3939 detobj.velVector = obj.Velocity;
3940 detobj.colliderType = 0;
3941 detobj.groupUUID = obj.GroupID;
3942 colliding.Add(detobj);
3943 }
3944 }
3945
3946 if (colliding.Count > 0)
3947 {
3948 CollidingMessage.Colliders = colliding;
3949
3950 lock (m_attachments)
3951 {
3952 foreach (SceneObjectGroup att in m_attachments)
3953 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3954 }
3955 }
3956 }
3957
3361 if (m_invulnerable) 3958 if (m_invulnerable)
3362 return; 3959 return;
3363 3960
@@ -3442,6 +4039,10 @@ namespace OpenSim.Region.Framework.Scenes
3442 { 4039 {
3443 lock (m_attachments) 4040 lock (m_attachments)
3444 { 4041 {
4042 // This may be true when the attachment comes back
4043 // from serialization after login. Clear it.
4044 gobj.IsDeleted = false;
4045
3445 m_attachments.Add(gobj); 4046 m_attachments.Add(gobj);
3446 } 4047 }
3447 } 4048 }
@@ -3783,6 +4384,39 @@ namespace OpenSim.Region.Framework.Scenes
3783 return; 4384 return;
3784 } 4385 }
3785 4386
4387 XmlDocument doc = new XmlDocument();
4388 string stateData = String.Empty;
4389
4390 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
4391 if (attServ != null)
4392 {
4393 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4394 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4395 if (stateData != String.Empty)
4396 {
4397 try
4398 {
4399 doc.LoadXml(stateData);
4400 }
4401 catch { }
4402 }
4403 }
4404
4405 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4406
4407 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4408 if (nodes.Count > 0)
4409 {
4410 foreach (XmlNode n in nodes)
4411 {
4412 XmlElement elem = (XmlElement)n;
4413 string itemID = elem.GetAttribute("ItemID");
4414 string xml = elem.InnerXml;
4415
4416 itemData[new UUID(itemID)] = xml;
4417 }
4418 }
4419
3786 List<AvatarAttachment> attachments = m_appearance.GetAttachments(); 4420 List<AvatarAttachment> attachments = m_appearance.GetAttachments();
3787 foreach (AvatarAttachment attach in attachments) 4421 foreach (AvatarAttachment attach in attachments)
3788 { 4422 {
@@ -3803,7 +4437,30 @@ namespace OpenSim.Region.Framework.Scenes
3803 4437
3804 try 4438 try
3805 { 4439 {
3806 m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); 4440 string xmlData;
4441 XmlDocument d = new XmlDocument();
4442 UUID asset;
4443 if (itemData.TryGetValue(itemID, out xmlData))
4444 {
4445 d.LoadXml(xmlData);
4446 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4447
4448 // Rez from inventory
4449 asset
4450 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4451
4452 }
4453 else
4454 {
4455 // Rez from inventory (with a null doc to let
4456 // CHANGED_OWNER happen)
4457 asset
4458 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4459 }
4460
4461 m_log.InfoFormat(
4462 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2}",
4463 p, itemID, asset);
3807 } 4464 }
3808 catch (Exception e) 4465 catch (Exception e)
3809 { 4466 {
@@ -3836,6 +4493,15 @@ namespace OpenSim.Region.Framework.Scenes
3836 m_reprioritization_called = false; 4493 m_reprioritization_called = false;
3837 } 4494 }
3838 } 4495 }
4496
4497 private Vector3 Quat2Euler(Quaternion rot){
4498 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4499 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4500 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4501 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4502 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4503 return(new Vector3(x,y,z));
4504 }
3839 4505
3840 public void SaveChangedAttachments() 4506 public void SaveChangedAttachments()
3841 { 4507 {
@@ -3859,5 +4525,30 @@ namespace OpenSim.Region.Framework.Scenes
3859 } 4525 }
3860 } 4526 }
3861 } 4527 }
4528
4529 private void CheckLandingPoint(ref Vector3 pos)
4530 {
4531 // Never constrain lures
4532 if ((TeleportFlags & TeleportFlags.ViaLure) != 0)
4533 return;
4534
4535 if (m_scene.RegionInfo.EstateSettings.AllowDirectTeleport)
4536 return;
4537
4538 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
4539
4540 if (land.LandData.LandingType == (byte)LandingType.LandingPoint &&
4541 land.LandData.UserLocation != Vector3.Zero &&
4542 land.LandData.OwnerID != m_uuid &&
4543 (!m_scene.Permissions.IsGod(m_uuid)) &&
4544 (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid)))
4545 {
4546 float curr = Vector3.Distance(AbsolutePosition, pos);
4547 if (Vector3.Distance(land.LandData.UserLocation, pos) < curr)
4548 pos = land.LandData.UserLocation;
4549 else
4550 ControllingClient.SendAlertMessage("Can't teleport closer to destination");
4551 }
4552 }
3862 } 4553 }
3863} 4554}
diff --git a/OpenSim/Region/Framework/Scenes/SceneViewer.cs b/OpenSim/Region/Framework/Scenes/SceneViewer.cs
index 7c067ca..1f4ec96 100644
--- a/OpenSim/Region/Framework/Scenes/SceneViewer.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneViewer.cs
@@ -106,7 +106,7 @@ namespace OpenSim.Region.Framework.Scenes
106 g.ScheduleFullUpdateToAvatar(m_presence); 106 g.ScheduleFullUpdateToAvatar(m_presence);
107 } 107 }
108 108
109 while (m_partsUpdateQueue.Count > 0) 109 while (m_partsUpdateQueue.Count != null && m_partsUpdateQueue.Count > 0)
110 { 110 {
111 SceneObjectPart part = m_partsUpdateQueue.Dequeue(); 111 SceneObjectPart part = m_partsUpdateQueue.Dequeue();
112 112
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index bb8a83a..769d8a5 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -102,7 +102,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
102 sceneObject.AddPart(part); 102 sceneObject.AddPart(part);
103 part.LinkNum = linkNum; 103 part.LinkNum = linkNum;
104 part.TrimPermissions(); 104 part.TrimPermissions();
105 part.StoreUndoState(); 105 part.StoreUndoState(UndoType.STATE_ALL);
106 reader.Close(); 106 reader.Close();
107 sr.Close(); 107 sr.Close();
108 } 108 }
@@ -237,7 +237,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
237 if (originalLinkNum != 0) 237 if (originalLinkNum != 0)
238 part.LinkNum = originalLinkNum; 238 part.LinkNum = originalLinkNum;
239 239
240 part.StoreUndoState(); 240 part.StoreUndoState(UndoType.STATE_ALL);
241 reader.Close(); 241 reader.Close();
242 sr.Close(); 242 sr.Close();
243 } 243 }
@@ -1458,12 +1458,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1458 { 1458 {
1459 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1459 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1460 1460
1461 if (reader.IsEmptyElement)
1462 {
1463 reader.Read();
1464 return tinv;
1465 }
1466
1467 reader.ReadStartElement(name, String.Empty); 1461 reader.ReadStartElement(name, String.Empty);
1468 1462
1469 while (reader.Name == "TaskInventoryItem") 1463 while (reader.Name == "TaskInventoryItem")
@@ -1497,12 +1491,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1497 { 1491 {
1498 PrimitiveBaseShape shape = new PrimitiveBaseShape(); 1492 PrimitiveBaseShape shape = new PrimitiveBaseShape();
1499 1493
1500 if (reader.IsEmptyElement)
1501 {
1502 reader.Read();
1503 return shape;
1504 }
1505
1506 reader.ReadStartElement(name, String.Empty); // Shape 1494 reader.ReadStartElement(name, String.Empty); // Shape
1507 1495
1508 string nodeName = string.Empty; 1496 string nodeName = string.Empty;
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
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index 77b1535..fdfbc78 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -86,10 +86,6 @@ namespace OpenSim.Region.Framework.Scenes
86 /// <param name="assetUuids">The assets gathered</param> 86 /// <param name="assetUuids">The assets gathered</param>
87 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 87 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
88 { 88 {
89 // avoid infinite loops
90 if (assetUuids.ContainsKey(assetUuid))
91 return;
92
93 try 89 try
94 { 90 {
95 assetUuids[assetUuid] = assetType; 91 assetUuids[assetUuid] = assetType;